|

楼主 |
发表于 2010-4-5 21:11:10
|
显示全部楼层
教你开启剑网3隐藏特效 震憾效果时间: 2009-09-07 11:03:54 文章来源:131《剑网3》专区 作者:Minnie夜疯 / @7 A1 C' K# J4 d- }6 e
3 e3 F1 o* l4 G7 D: Z 教你开启剑3隐藏特效开启方法。就是那些震撼的图了。传说中的剑4。
& b" [ V2 z( z9 u+ H4 ~(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>6 g! e& J0 j0 T
其实只是游戏的视频设置里没有对应的选项,而在游戏的配置文件里已经有了。打开对应的配置就可以了。4 }/ f+ W) @# @1 ?9 W* C& j1 l) A
配置文件里面的0就是关,1就是开。
4 P* Z+ j: {. t2 A) o J 对应的就是:
( e: l" ~, ^- {& Z0 \ 屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1+ w! c5 F4 B. F0 o4 P5 c
高动态范围HDR bHDR=0改成bHDR=1
5 `9 l v6 k0 {+ x% ~! W. d; ?( c 雾化GlobalFog bGlobalFog=0改成bGlobalFog=1, Z3 u6 R- l0 ]$ Y
景深DOF bDOF=0改成bDOF=1* I6 t9 S( ?1 G+ u( `8 P9 p, C3 E
不会的,直接照下面说的做。
' g# `) f& Y | 打开剑3安装目录$ ?% h- H$ w; j; F: A1 q
找到config.ini
8 _' O$ }5 g: b& a$ D 把里面的内容替换。
~" E" N' J' Q, }" d. w0 [ [UIEditor]% n. w. j, s3 \7 s! N% M
Enable=0' r* c' T9 n$ f8 R3 t8 `; f
Path=plugin\UiEditor" J! o5 t+ i* g2 a8 o5 J& G
[Main]& Q/ e' u9 ^% T$ Z4 i; O+ p1 n F
StandardCanvasWidth=1280. l3 t+ Y! H: Z+ Z
StandardCanvasHeight=960. j9 A% f6 \; i+ W
CanvasWidth=10245 w' N0 E& L8 [! @* g9 `0 L
CanvasHeight=768: _9 W/ j7 d3 u A
X=0 e+ p0 C- |( w3 U* |+ P* q
Y=0
" }) p, C: C6 w. a( I* y EnableReloadFont=10 m5 C. w. p Q' Y- o; d8 X; N1 c
FullScreen=1
3 g. M0 ~. }' S# G' Q, z Panauision=0- ?7 P. e7 L" d3 T4 S
ExclusiveMode=08 b3 X n* o6 U+ ]5 c# M I5 w0 K M
RefreshRate=0
" n& |8 ~- ^' }/ a) l$ R6 k: f8 ^( O Maximize=0$ j3 F' W% i$ p, {7 [! J. q
[MovieRecord]
4 M6 `* \5 ^. _# m i5 ^ Enable=0
* N2 A: a5 X0 F Size=2" D! Q8 O' h C- m
Filter=3% ]+ F7 h7 b) A
Fps=25 X! h6 T3 B' q; \6 q
Quality=11000000$ M d$ ~4 s- p6 }) B
Encoder=mpeg2
7 P% e8 X9 R; q" u [Debug]
, }+ U/ x, r" O& g. D1 W 3DEngineDebugInfo=0+ c, R+ Q5 w. s
Console=0$ O% y2 _; w( }
PakFirst=0
6 d' ^; s9 B! u7 d [Represent] x- _' \8 A/ l) H. S! [) S
RepresentSFX=09 `6 X2 O$ m9 B% t
[Log], J6 z$ K8 \- |; U
Level=255
+ m* G1 A; j) t5 \" T- b2 B c! I0 i [KG3DENGINE]
0 i6 h$ x: U0 f TextureScale=1 q0 F- c8 L# {) U
GrassAnimation=1
|+ x$ @, u/ O# O/ y8 s* T RenderGrass=1
7 m6 _7 V3 @; a6 I( H; R% Z8 ~; T- [ AmibentShaderOnly=0! o) ]3 o' L, X2 [- |& ]9 M9 B
WaterReflection=1
2 A- U o. z4 n& N2 F8 M WaterRefraction=0
$ Z: y8 M/ B i3 W; L2 Q) T, ` PostRenderEffect=1
; E2 @0 c8 d T BloomEnable=15 G& j7 W3 h5 G' W/ g+ h
ShockWaveEnable=1
) _8 X3 Q& Q* }- s- u/ l* z r HSIEnable=0
. q4 {3 ]) n/ G0 _ J ModelShadowType=0
# U9 r) `# | n& I& @* t ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000
. Z* \8 h7 l% }* j MotionBlurEnable=0. { c* j) E4 M3 w
CammeraDistance=80000.000000
+ i0 U) A7 T% J1 q$ } F CammeraAngle=0.7850005 n. J: H8 a; T8 I: z; l
DetailEnable=0
2 E* J; C/ k/ E' w( k7 ] WaterReflectEnvironment=12 j8 J. N- D# y
WaterReflectGround=1
, F( J: h( l; C4 t2 r" [( A+ J& \ WaterReflectNPC=1+ {7 X: s8 L# y( h! e+ J3 C
WaterReflectEntity=19 f3 Z5 m5 g( X7 T7 ]( _
UseSpeedTreeLod=0) x. `' `% S+ ^1 c( B4 ~0 s/ J
SampMipFilter=2
+ m0 x( h5 L! o* d SampMinFilter=2. ~% w5 U) T# A9 |( \
SampMagFilter=2! \, R9 w. `2 {3 p8 i- Q; V9 T
UseRenderTwiceAlpha=0( y& U! A$ y; ?1 F
GrassAlphaBlend=1
: Q3 |" B* P% Z9 \ bGodRay=1
' M- \# G. S+ s( a bSSAO=1
. j" n2 K3 T2 Y, K/ ]: W$ Y OutputUsedResource=0, i+ |0 B" x5 y8 A5 C8 V9 C
fBillBoardCloudInureDistance=100000000.0000006 e/ l4 B9 i7 A3 [* [
DefautColorCast0=0.000000,0.000000,0.000000,0.000000" }& S" q) N$ J) h2 v. P
DefautColorCast1=0.000000,0.000000,0.000000,0.000000+ D+ s/ `+ F7 {+ f8 ^. ]
DefautColorCast2=0.000000,0.000000,0.000000,0.000000/ ~9 c8 m9 j9 j( `# B) m
DefautColorCast3=0.000000,0.000000,0.000000,0.000000
3 q9 J* |( m# F9 n5 [ DefautColorCast4=0.000000,0.000000,0.000000,0.000000
. s E- e. |8 C7 w R9 E DefautColorCast5=0.000000,0.000000,0.000000,0.000000& C) i3 c; V: O
DefautColorCast6=0.000000,0.000000,0.000000,0.0000004 @+ }2 Q- I" W
DefautColorCast7=0.000000,0.000000,0.000000,0.000000
# \3 i: H# u& `2 w8 H; |3 o2 A EnableRecord=0: m/ N! I, D5 V6 a
MultiSampleType=4
p% ~2 ]$ P/ {& j MultiSampleQuality=0
* j, U# B2 Z* \4 H2 b. |. T1 @# W' [ TripleBuffering=0! _6 [- P; s) s1 z& x
VSync=0
% m" J l8 E1 y4 H# j. U# M( R ColorDepth=329 C ]! E% E4 z5 y- W
EnableDynamicConverMap=1
! E, G% ^8 V( C) W( X) I& d2 I; { CpuSkin=0
/ H$ _- x: {9 e( h NumCpuThread=1
# P- l8 D( [4 p' |; a. a4 F0 f FlexBodySmooth=1
/ @+ p, u( M" L( x" Q CpuProcessModelThreadLock=0) y1 |+ L# d4 E' w4 ~
EnablePhysics=1
9 T$ G6 F2 o2 s" y0 o MultiTextureRender=0/ |7 m( `" I7 w) o7 h
TerrainDetail=03 Z7 o# G. [( v8 K8 f
VegetationDensity=1
: S4 u5 b K- e0 x) s WaterDetail=4
/ I+ U8 N% x& |# _2 U SelectorScale=25 H2 ?$ R' f0 W. E0 ?1 O
EnableDynamicUnload=1
1 J8 b* n6 D- S* Q EnableBladesSmoot=1
' }6 B2 G S' `; Z3 u MaxAnisotropy=1
; n; n7 A$ }) F1 i* c6 t; a# t/ R5 W7 a bHDR=1
, D3 m5 D; p: F/ o bGlobalFog=1
% S2 B+ ^3 A7 x+ f0 x bDOF=1
) c: q! N. `- w, W MinSoundRange=10.000000
2 w& \+ y9 n( L2 q CurveCMYKEnable=0; k, d) @! `" F
ActiveColorCurve=0; c/ s, E; k, c- [" g5 [" F
EnableDefaultDynamicWeather=0
8 r; Z: I7 }" f' ^, v. K0 R fWaterAlphaMin=0.300000
8 A7 G* P+ i$ p5 x fWaterReduHeight=400.000000& |! W0 Z( y0 ]. |9 [( W, U
nWaterReflTextSize=512: q2 L3 R$ T5 }8 g9 [- I& z; _* Y
nWaterRefrTextSize=1024; T( g( k$ ^, Q- |2 w$ T1 O
EnableNormalMap=05 i; j8 {# h+ ?( x, l; M
EnableGroundNormalMap=0/ l. L/ E9 L2 o* M
EnableSpeedTreeNormalMap=0
/ x% d# c* @4 a( {" V EnableTimeOptimizeLog=00 \! _9 N$ r$ w/ O# c3 L% H
EnableDebugBBox=0* e9 J5 f) Z- ^) c3 ~5 R
bUseModelBsp=1& J2 o" j0 ^& S5 O3 ]4 M0 ?% X
bEnableModelLod=14 t' J; U4 b0 A+ X4 d1 m, ^5 q! c
ModelLODSwitchGates=100000000.000000,400000000.000000
6 O/ X& Y1 |0 y! w* {4 s TerrainLODGates=11200,16000,22400
; Q- s+ d: w6 v2 W8 Q UseTerrainLOD=1
& \$ k1 g k1 q [ENGINEOPTION]4 F" z+ T7 y* _/ b g- M8 N5 l
UseMultiThreadLoad=1
# e0 C. O0 }/ D' v8 B+ c5 X UseLogical=0) L) h. p' g4 t8 F
RenderTerrain=1
- C$ |& H# b: k% ] N RenderGround=1
+ ?( w3 D3 b, F' F' q# z i TerrDynamic=1
+ g2 a( ^& N5 Z ShowTestDialog=0
. {5 \ M2 h- h8 L3 S BloomMaxExposure=0.200000# R+ _' g0 w9 G
BloomMinExposure=0.100000
o1 j. Q& x) a# l$ t BloomRate=0.0000003 g( Q4 T3 h: Z1 b. b; z! j
BloomDelay=700.000000
. E8 ]+ ?9 z, T5 i, o/ ^0 e BloomGate=0.3000004 n0 @0 `0 B* Y% ^
BloomCriticalAngel_max=10.000000
. E/ Q) G" _' v; _ BloomCriticalAngel_min=-10.0000000 }: t$ F" @/ p+ _6 p& T1 _/ E9 N
WaterConfigFile=data\public\defaultscene\waterconfig.wfx
# h/ N/ V4 G/ C, L& { HueScale=1.000000' C5 E' H+ K# y6 H1 x g
HueBias=-0.0000003 Z- w, c- {9 o4 A9 w) e0 m! N
SaturationScale=1.000000, D* G8 o8 V- s2 _
SaturationBias=0.000000
" m# P( K) A& R; D' E2 G7 Z fIntensityScale=1.0000002 Y0 F# H. p4 r# {5 f" l4 p2 m( g
IntensityBias=-0.000000
# `8 u1 R+ k% y7 | ShockWavePower=0.110000
* \3 g2 [ }+ J& Z* J UseMultiThreadAni=0
G* v8 g& q3 M8 p u9 \% g: m$ y NumMultiThreadAni=1
0 W9 \' n" r5 r+ } UseMultiThreadCull=0
# o1 E: t: X* P4 R6 o" E UseProgressMeshLOD=0( u1 \1 q* l7 t; W* F# O# S
nGodRaySampleNum=3
2 Z2 l& X* o0 _' `& ]3 ~+ H fGodRayDensity=0.380000
( g' L- I9 A8 ?- Q% W7 n fGodRayWeight=0.100000* V8 o/ t+ e; c, [- g
fGodRayDecay=1.000000
7 K; C8 i( e7 B. k' o fGodRayExposure=0.270000
( j; ?3 ~' ~5 m- x* P5 C% {3 l9 ~ fLimitAngle=6.283185
; e. H& d4 b6 |" h nSSAOLevel=1: O. ]4 V% F) t' V* X
fSSAOSampleRadius=20.000000
% m) a# E% B r3 Y/ S( | fSSAODarkFact=0.500000) `0 W+ c5 D; S' \
fBlurWeight=0.500000
/ A9 x0 A5 c- o, G0 T9 D# t bEnableAutoReLoadTexture=1
1 U) x0 z4 \' U9 H' v/ E; b ImportOldScene=1
4 }! Y4 G* ^1 q8 C4 Y K' t4 s bEnabledAreaShadow=03 Q9 R$ X8 K' f! G1 B0 M( ?
fBloomExposure1=0.8000004 m3 e3 K: `/ o5 \, S8 a8 u9 }
fBloomExposure2=0.150000
1 ?) Y& C/ j7 f r# Z; [ fBloomGaussCoefficient=3.0000009 i3 j0 d# L/ O5 _" W; B5 ?( c
nBloomSampleNum=8+ P( b! P& ?" d% P8 [/ C
UseLogicalObject=1
4 u7 p+ T) b' e5 A) O" N bPackFile=0
6 h3 `( X/ B! N& x. `: E) ? bShow3DEngineDebugInfo=0: L1 G$ @3 S% _- G( h- ?( J$ t
bMultiThreadLoadAnimation=0! N2 n& l0 I2 v0 P0 I* E
b3DVision=0, e6 O" f6 K9 i8 X5 ]2 ?) b
[SCENEEDITOR]
0 }" E: r5 @" f RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh
3 f- V0 O4 F s ]/ k; y RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl
8 h: ^" z0 y7 P4 A1 v4 V RUNNERANI=Data\public\scenerunner\scenerunner.Ani4 w+ t+ C5 m% K
RUNNERFACEMODEL=% h" ]! K+ [ K% v) c& H; j( ]
RUNNERFACEMTL=1 [- \+ }* H0 u+ h
UseOtherWorkDirectory=0
7 g5 M8 ^+ r, \5 R WorkDirectory=E:\Kingsoft\JX3\
* K5 b; b e S0 m [VIM3D]% C1 ? n1 B9 F6 u
UseVIM3D=0$ L5 q' L' n( D7 y$ ]5 S# y0 `1 i7 _
[SoundSetting]
$ d" y2 G6 J% I5 J- x/ \3 d TotalVolume=0.800000
0 G6 c$ ~: ~1 \0 V; ^) c j UIVolume=0.800000/ C0 _& ]& K" C1 o
ErrorVolume=0.700000
) {& A0 z+ O) d$ J; d5 W SceneVolume=0.900000
7 K% X5 r0 I; _$ Q& R% I# } ChVolume=0.900000
J" T; Z0 [0 M. ?. ` o# C6 o- p BgVolume=0.5000009 E1 N8 w1 C! ~" D, d" Y$ u2 L; k
Silence=0
# L/ W9 h3 M2 u+ ^+ d UiSound=17 p/ A3 @( @* u9 Z
ErrorSound=1
- M5 m5 J- z+ ~2 W1 b SceneSound=1
4 A: }3 G/ G' j ChSound=1" i T* x) L, n& J5 r& s
BgMUsic=19 o# Y- T: r# b& z% k" N7 ]
P3DSound=1
0 ~0 u- V* ]' @5 c9 |3 w2 |# b# a BgLoop=14 b0 M! Y! W& j, U x+ Y
BgMusic=15 E( Y6 d# o0 f2 C) u
[Mouse]2 y. a+ S% Q/ B3 W
SwapMouseButton=0
. K1 l& `* {2 h- L: J [EULA]6 B3 a" M u% V
Accept=1
7 z Z. D# j( @ k8 V! C [Login]
6 X( b% G+ e6 v9 y: M, D1 h; \ ShowLogo=0
6 C' u* u2 W3 s) C9 O Account=7 i, W& ~2 [* J
RememberAccount=0
4 B- P- U9 m* [4 h; v# _- `: y [Caption]
( i/ C, g4 P2 D FrontTexture=data\public\hitpointspan.tga+ @. `0 O I; {
PercentageWidth=80.000000' ?) L. Z, S4 f0 n# s% Y9 v
PercentageHeight=8.0000003 t& D1 O3 G4 K* P- z/ w
PercentageBorderXWidth=1.000000! i+ `, Q7 ^9 Z9 z4 o, K! k
PercentageBorderYWidth=0.500000$ x, ~* z; D8 ~! T) i. n) F, j
PercentageBackColor=-167772164 q1 i" w0 ]; M+ V
CaptionHeight=20.000000# x3 D" b, ?/ `% W4 O o* x
MaxCharactorPerLine=10& t4 x0 y: s7 K0 h1 E2 M
FontFile=ui/font/方正黑体_GBK.ttf
( k- _! ?" m1 _/ h/ F3 J FontSize=28
. z* I5 C$ D: n% x+ a FontBold=1
1 w4 H% h! A$ D$ x. J FontItalic=06 a- U- }9 p- ^! T- Q0 j3 P v
BackTexture=data\public\hitpointspanback.tga! d$ r* m+ U( `* h
BackBorderColorScale=0.3000005 R& C& e4 [# [" V2 H: m
BackBorderColor=-1
* {/ t! }3 G; `- z! F DefaultFont=黑体
# @, B, l$ p; ^# l0 p3 z; D [Loading]1 {: A7 t: y* O8 J: d* Z A
background=UI\Loading\background.bmp
2 [7 i* \2 P2 B6 [ progress=UI\Loading\progress.bmp! O8 j! L3 \7 a4 V& L3 ~
sprite=UI\Loading\sprite.bmp. Q4 `0 e3 z( }% y7 u5 k( c/ d
ProgressX=35+ _$ z: @' w+ x9 O
ProgressY=2974 T- X9 `9 m2 T; |$ j
[MODLEEDITOR]( e7 i3 d" G( m. G1 E; A1 h
ModelEditorLODDistance=300.000000
" y8 Y% b8 g4 N 保存即可。6 m5 x$ [2 ]3 f: E
备份原来的config.ini |
|