|
|

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
& d4 d6 ^" [4 }5 p0 f6 y
1 @" |/ y" t+ G 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。
$ L2 c! I* G2 a1 S$ P/ g) F. e(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>
. ^9 C& C7 L* V$ c8 f' o 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。: B$ b6 y4 H/ u1 i* t, s/ o
配置文件里面的0就是关,1就是开。
! }9 @2 _& Z# C2 k 对应的就是:% Y! Z! w1 d, @$ }& S, R, c+ r
屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1" z$ U& }( B8 n
高动态范围HDR bHDR=0改成bHDR=1$ E9 L1 [. v( d( C& x
雾化GlobalFog bGlobalFog=0改成bGlobalFog=1
. A, M, n5 B. [0 M! J 景深DOF bDOF=0改成bDOF=1. Q5 Z; K% ?1 V" K- h
不会的,直接照下面说的做。3 T3 Q L% ?& T% D2 m
打开剑3安装目录
( b$ H% \! O7 \' d! }) C) b 找到config.ini! G- l, v0 }) d' l' I) a
把里面的内容替换。4 U- C6 ^1 a. f$ m5 q0 B
[UIEditor]
+ L @# W9 r. n9 s( w Enable=01 Q" {/ ]9 K+ K
Path=plugin\UiEditor r. K: y+ \9 U6 r; h
[Main]
5 Z- n: ^( D9 G ]# ^ StandardCanvasWidth=1280
0 l. K' s- M; { StandardCanvasHeight=9605 Z% N' ]! ]( _! g$ W. X. ?( Q+ u
CanvasWidth=1024
9 m! `& O: d! k8 i8 T CanvasHeight=768
2 T. z- }9 J0 Y9 ~- i( a. s& Y X=0
: p( M: ~/ G2 s Y=09 H4 Q j+ a/ W* ~
EnableReloadFont=18 w5 Z3 r; m( e" ^2 i r
FullScreen=1
- K/ t( D% w4 E& H6 U" J5 b Panauision=00 s! h# c/ y+ ]" Z$ r# P9 a8 d$ P
ExclusiveMode=0* Z2 k7 D* M! S, z+ H$ {- I; f
RefreshRate=0 z2 B9 @# H3 X' e# t) L$ f
Maximize=0
8 O4 Q' {4 N, G; S3 \0 i" j5 ` [MovieRecord]
" [6 S" [: C6 Y: U: c Enable=0# i+ U* G; t# i& J/ ]
Size=2
, D- \4 U: |9 f W/ F$ j8 ` Filter=30 H0 j- k6 J8 a7 r# F3 E) s
Fps=25; q5 x. [5 b* r6 E
Quality=11000000+ x" b1 `: G+ G+ E$ b, o
Encoder=mpeg2
7 ^, u. ^' [# Y& G8 m9 \ [Debug]
V6 B' z0 J! k; b8 G! T6 z 3DEngineDebugInfo=0! G: R5 r3 C4 @
Console=0+ m1 `0 b( `6 h
PakFirst=0+ F1 b' R% X0 n4 i* k8 N: O
[Represent]
M5 d2 N2 q# M2 S, R+ C9 P RepresentSFX=0
! R6 O& v* J4 {; k! k3 e' f/ c [Log]
. m1 l# [5 [* `1 [ Level=255
- d# N# c: J4 E# W! ] h8 C% { [KG3DENGINE]0 X# o( R! v% w1 f
TextureScale=1
4 _: l$ y& C+ l2 Y X* m8 \/ Z GrassAnimation=1
; R8 v, o. a' Z' R+ G0 b RenderGrass=1. c. t7 b$ ?* H; C9 n
AmibentShaderOnly=0, E, ^! q- a+ H4 S0 Q, U
WaterReflection=1% d) q) l5 Y$ L% ], C& s6 C+ z4 m
WaterRefraction=0% Q+ u+ R9 D# I! A
PostRenderEffect=1
% m1 b: W2 l' X, @( I BloomEnable=1
) U# L+ L/ `2 S! D ShockWaveEnable=1- K: W3 _: Q. N% U; Z% }' L
HSIEnable=0
. K8 f8 i; G0 P" P ModelShadowType=0' Z& b+ S) {, q% B% e3 d( X( g
ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000
6 T. w2 q% I5 n5 F( D MotionBlurEnable=0: J# b7 N& q, T! ^
CammeraDistance=80000.000000
9 H! n7 B" H/ k0 q) N CammeraAngle=0.785000
6 s+ x2 T% F# H6 r: Z4 E3 L } DetailEnable=0
& V5 Z9 {) J; W, }. }( O/ w WaterReflectEnvironment=16 p( s2 x9 Y- S
WaterReflectGround=1
9 h0 D( m- A$ n$ ?8 T/ | u WaterReflectNPC=1
1 }/ G, w5 l8 t6 Q: D WaterReflectEntity=1. H1 @% a' A7 @
UseSpeedTreeLod=0. y/ R9 [0 F8 \
SampMipFilter=2 y2 E1 b9 r: B
SampMinFilter=2
4 m: u5 l. p( W8 |) ]. K* R2 u x SampMagFilter=2. G6 a/ i, h& F, S& t4 H2 }
UseRenderTwiceAlpha=0# p% ?2 D( i# l
GrassAlphaBlend=14 A7 w) n8 F q0 X" k2 L8 ~- s
bGodRay=1
( F3 a8 a) D$ X! Z- i0 b bSSAO=1
# R3 z4 Z, U. F0 D5 S1 E* r7 p OutputUsedResource=0, ~7 v- k+ |4 z$ A
fBillBoardCloudInureDistance=100000000.000000* n5 \2 p( v0 p. p
DefautColorCast0=0.000000,0.000000,0.000000,0.000000
6 J2 l- Z2 L0 o, _3 n; @" ^ DefautColorCast1=0.000000,0.000000,0.000000,0.000000% r* R2 P% A# I* B( T O6 @) s9 i
DefautColorCast2=0.000000,0.000000,0.000000,0.000000
) X' t. y; z& |' h DefautColorCast3=0.000000,0.000000,0.000000,0.0000008 S6 m1 o1 l1 o; M9 S' m. @( i
DefautColorCast4=0.000000,0.000000,0.000000,0.000000
( \0 s4 q0 R5 }% y4 I7 q: x- H/ j DefautColorCast5=0.000000,0.000000,0.000000,0.000000 E/ m5 [$ l# m0 r& N
DefautColorCast6=0.000000,0.000000,0.000000,0.000000
' [' v+ Y4 H: z" M+ _, x" X2 Z DefautColorCast7=0.000000,0.000000,0.000000,0.000000 E2 P4 D- d, r& y8 T5 ?7 v' O) ^
EnableRecord=0
2 o$ F6 x( P7 Y: f! u MultiSampleType=4, T3 G; D! ]% x% b8 ]2 h# z
MultiSampleQuality=0
$ q5 ^# `2 L6 Y TripleBuffering=0. d; f+ B3 s+ M7 Q9 a+ A
VSync=0
1 ?) `' J1 H" I/ |: u) ]; D/ c ColorDepth=32
/ x) f; t& I5 a( d EnableDynamicConverMap=1
0 [, l! X+ _+ C" z+ D6 t' y CpuSkin=08 T+ \+ a# ?& M2 B# g6 p$ M0 S0 X w
NumCpuThread=1
, }$ f; B, Y* S: U9 }2 q2 Y( k8 e/ `( e FlexBodySmooth=1 ?1 }% c; [# {
CpuProcessModelThreadLock=0) G" A6 y, K$ C) s
EnablePhysics=1
3 A t+ o, ^ ]7 H; N MultiTextureRender=0
! ]* P" n" z y, v$ s TerrainDetail=0
% C5 F; I( p- a8 C6 x! S VegetationDensity=1- ?0 g/ ~# s/ t- i# [5 }
WaterDetail=4
( O7 H' s1 |+ V+ }6 O1 S SelectorScale=21 O8 k0 b' U) h1 i: ?1 z; n6 B
EnableDynamicUnload=1
0 c# M: A9 X( B2 f* I EnableBladesSmoot=1
9 W; l3 L. d& O, ^# J* L MaxAnisotropy=1
; { W, ?- z) v9 V8 U2 l o bHDR=1
& v+ C, [8 c) f" e' }9 H T& w1 K" ?. k bGlobalFog=1
! f7 a; w! P2 p2 |7 A9 p# k bDOF=1
]" |% S4 o. ]6 ^: ?0 R MinSoundRange=10.0000005 S7 v8 G* y& `8 @
CurveCMYKEnable=0
+ W& u ^" v5 U7 L3 P* l ActiveColorCurve=0+ E6 |; j4 ^5 |' V& P; r
EnableDefaultDynamicWeather=0
1 x8 {& G+ V. z2 L& J6 A8 F3 W fWaterAlphaMin=0.300000( w. f3 U' J. }& V( B1 e
fWaterReduHeight=400.000000
9 s, g: i/ W; }) I q nWaterReflTextSize=512- v' N) A9 `+ q. }8 n
nWaterRefrTextSize=10242 g( q: F5 L+ j& h6 I
EnableNormalMap=0
; r9 O' I1 b9 S EnableGroundNormalMap=0
" o7 Q/ l: L' W9 g- C EnableSpeedTreeNormalMap=0- r5 t' u* X1 Z' Q. @( B
EnableTimeOptimizeLog=0
4 D8 @+ \+ d1 B m! T9 R EnableDebugBBox=0. i8 d- n0 ]( w1 s8 a, g( H1 [
bUseModelBsp=1/ m( R, y, _" M; a' f3 U% Z2 o
bEnableModelLod=14 f8 D) e# }8 t& ]/ ~
ModelLODSwitchGates=100000000.000000,400000000.000000
& j0 N g) C! j0 m- t TerrainLODGates=11200,16000,22400
: _0 P W3 C! H UseTerrainLOD=14 U& G/ a' j" z. c+ I5 B
[ENGINEOPTION]0 ?" Q7 a+ ]) w& n) T( D
UseMultiThreadLoad=1
6 j/ n7 Y4 p/ @5 Z' f, J' J3 A UseLogical=0
) q. \( ?* i* @/ s8 X! v RenderTerrain=1( c6 j) c6 Y% }1 _# m0 S
RenderGround=1: @, Q5 ] w- d$ X6 B
TerrDynamic=1
7 w9 p7 g, F8 d, t# } ShowTestDialog=0
9 S1 `8 Q0 B0 m- }; y2 D4 s4 i BloomMaxExposure=0.200000
. {8 T/ o% c3 S- u BloomMinExposure=0.100000$ G% g- V! N2 a# `6 l; x
BloomRate=0.000000 z2 @" j' C! W& e6 k
BloomDelay=700.000000( D3 ~; h0 [ x, J6 g
BloomGate=0.300000- ^: q" j; }9 f
BloomCriticalAngel_max=10.000000/ o5 K, Y- P% U) H
BloomCriticalAngel_min=-10.000000. r9 `5 [1 S( C2 h/ s8 h
WaterConfigFile=data\public\defaultscene\waterconfig.wfx- ?9 w# l c' z5 _ K
HueScale=1.0000001 Q6 R% {" `4 C3 f2 Q- a# v( V) Z
HueBias=-0.0000002 t% H8 G: e% s# @! n
SaturationScale=1.0000000 q @ d& ^: R3 M) ~% c2 m
SaturationBias=0.0000004 {" r2 e- q1 v7 e
fIntensityScale=1.0000002 `" j1 X# u V) S& ^0 ~% Y1 M
IntensityBias=-0.000000 E4 T' y7 m% M
ShockWavePower=0.110000
3 A- b2 a# E- j* H; k5 ]+ T UseMultiThreadAni=0
" `& f! k: K* b, l NumMultiThreadAni=1
7 B! \, u! l8 a$ |. R8 F UseMultiThreadCull=0
/ L6 Z3 ~* y& R0 K2 c5 V" Y UseProgressMeshLOD=0
' F3 @ p3 a) M; T nGodRaySampleNum=3
( j& J& o( r5 T8 ]3 e! c: o# U/ Q u fGodRayDensity=0.380000
* ?' _0 I6 |0 i* D5 z3 ~/ o fGodRayWeight=0.100000
9 f# H( Y1 b# h7 i' p* t+ u9 x fGodRayDecay=1.000000
9 ?" L) p1 R) e6 d3 K7 W fGodRayExposure=0.270000% D1 x# b2 `( j9 N6 Q# h# N
fLimitAngle=6.283185
0 M0 _" _& L6 S) c5 c) ]4 } nSSAOLevel=1 Q$ J( d( O4 f4 A9 q: a! \. M1 i
fSSAOSampleRadius=20.000000
, F, a$ ^2 b+ V# X: o fSSAODarkFact=0.500000
( P* h" Q' E% o# m0 i* K! q fBlurWeight=0.500000
% ^/ [( X* T" R5 b) J/ F7 ^ bEnableAutoReLoadTexture=1
2 L9 K4 ?; H/ q ImportOldScene=1
0 i6 Y& h7 s i* l1 K bEnabledAreaShadow=09 W' j/ Q; ^9 `
fBloomExposure1=0.800000- U, P2 F" |- E2 \+ ?- j! A" [- A
fBloomExposure2=0.150000 `# F$ U. h2 u- A0 b- U( ?9 h7 T( B
fBloomGaussCoefficient=3.000000: o+ F+ m$ V0 w! v
nBloomSampleNum=8' C8 F- K) p( [/ h c& x
UseLogicalObject=1) O: N" _% B* \7 ?
bPackFile=0
! |' x V% ~: K8 B/ ^+ A8 u" Y bShow3DEngineDebugInfo=0- Z' a! O [7 D% L
bMultiThreadLoadAnimation=0
, g) ~1 B5 A) H+ a3 @- f/ ]9 b b3DVision=01 {7 F r( y6 v
[SCENEEDITOR]" b+ O. `5 _! k% B
RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh1 |1 P, F! g. R+ T. H% G
RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl7 |- c2 u o3 P& l
RUNNERANI=Data\public\scenerunner\scenerunner.Ani; y5 @' Z: G& q1 j) M2 \
RUNNERFACEMODEL=7 W; j( m9 J1 d# D4 {/ G0 F
RUNNERFACEMTL=
; J' u% P8 u _8 V+ N, ]5 B% | UseOtherWorkDirectory=01 j& Y6 y3 v# B; Y
WorkDirectory=E:\Kingsoft\JX3\' ?! f/ ]. ~& `1 ]
[VIM3D]
" W w, I8 f a4 p7 ?5 }9 q UseVIM3D=0
) o! Y7 S1 x$ F5 ]% \$ \ [SoundSetting] o+ {4 P' P) Y& V5 X. G! @4 x
TotalVolume=0.800000
$ ]3 [" ?3 Q/ T3 l5 J& K' L% W* Y UIVolume=0.800000
6 q8 k6 B3 Q! d; @. } ErrorVolume=0.7000007 Y; S4 I& u* [' h g; ~" c U
SceneVolume=0.9000000 u4 C7 a; B- J3 J
ChVolume=0.900000
. P0 m1 {+ l4 ?8 b BgVolume=0.500000; j$ H* j7 G& x2 v, N- E* I& i6 d' I$ `
Silence=0
, I9 {" x7 W- {* p a/ d UiSound=19 S' r+ v5 S! L: J& W
ErrorSound=15 G$ Y1 I1 I( M! X; P5 E
SceneSound=1
( l' ^" x! M0 i: M+ t% x ChSound=1# |$ e% f' A1 h; {
BgMUsic=1
" C$ Q4 W/ u: J! y P3DSound=1
B, r1 i% M3 d2 o& x3 Z BgLoop=1- P# A- w& h T7 z. o% d b7 D+ R
BgMusic=1! X5 p" i$ Z2 _' M4 ^: o
[Mouse]
% K* s5 e, N9 h SwapMouseButton=0+ M9 Z. j1 t" }/ p+ @" j
[EULA]
5 z0 q1 q! m, S, G8 b Accept=1
/ l3 ]& {5 P* t8 t3 l$ b [Login]
( _$ j1 v( {1 p" `8 ] ShowLogo=0: Y Z- J5 i4 | w$ h0 s
Account=
# @! f5 q& n- t5 y; a RememberAccount=0; r" r. u5 w5 \# l+ N/ j
[Caption]5 f! Y0 g0 E7 B: K! b. d
FrontTexture=data\public\hitpointspan.tga4 \8 P, F; N9 \# ]4 _* q! J
PercentageWidth=80.000000
* G8 U: I" `4 X. R) @ _ PercentageHeight=8.000000
# C2 K0 c X$ N, O8 n PercentageBorderXWidth=1.000000, t3 U" N5 x* T$ U' h6 p3 x0 p" ^) {
PercentageBorderYWidth=0.5000004 ]6 s; b& }; z A& S# w
PercentageBackColor=-16777216
4 P. _( ?+ M3 q. V' G7 Q CaptionHeight=20.000000
: i) U# I M! L7 Q# Z+ c8 F/ k0 P' z MaxCharactorPerLine=10
0 _" |, e' t' U8 z. I- u# |# Y FontFile=ui/font/方正黑体_GBK.ttf
! h; Z* d: R) Y FontSize=280 W$ d) D' L( g$ E! t/ y w
FontBold=19 g: G) H7 v/ {+ |" P
FontItalic=0
4 u8 ^" B" L: h) M; e BackTexture=data\public\hitpointspanback.tga# R( o( w* Q5 t1 y- m* g
BackBorderColorScale=0.300000
: X% u$ @+ U6 t8 `7 s3 m BackBorderColor=-1
7 e! J* x) q& d/ T0 @* V8 c( ]7 }/ l DefaultFont=黑体3 u: x, F5 `6 g
[Loading]
" I b! W' F' Z: G% d. v1 } background=UI\Loading\background.bmp9 e1 y4 u% m( e* s0 C
progress=UI\Loading\progress.bmp- l* k) w$ ^+ z) U' e; c$ Q
sprite=UI\Loading\sprite.bmp* D3 r. K! R" S
ProgressX=35
7 |1 m( T7 B( E' v ProgressY=297
; v( J2 F+ T5 k! e. ?8 [. f4 X+ @ [MODLEEDITOR]+ D6 Q* r" [4 C; Z
ModelEditorLODDistance=300.000000/ p9 n0 j: I9 w, d
保存即可。- b1 G# e! w$ L; u5 h, x
备份原来的config.ini |
|