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发表于 2010-4-5 21:11:10
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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 " K" B4 ]' ^7 R1 k
; T! w/ @0 M8 ]! Q4 @, ]- _ 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。- Q) J5 Y- G* e: X$ A Y: S( ]
(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>0 i# f. G; v x8 C0 I3 \* [
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。1 y7 Q3 j9 c- R; M4 K4 P- {+ u6 t
配置文件里面的0就是关,1就是开。
. i8 j$ U, Y. r8 v' A 对应的就是:# w6 U' X7 A; U; A( h N8 ?
屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1
. g) M/ a- l1 a5 L+ b0 Q 高动态范围HDR bHDR=0改成bHDR=1
/ o$ k" I) _- b0 O% F1 ` 雾化GlobalFog bGlobalFog=0改成bGlobalFog=1
+ Z; U, i/ m" r0 p9 Y 景深DOF bDOF=0改成bDOF=1
4 L% g& |5 L. H& W! W 不会的,直接照下面说的做。
; ]) P! d* r0 w" } 打开剑3安装目录. _; E- r/ L# G
找到config.ini4 T7 ^* s( @3 f2 L+ d. @
把里面的内容替换。
) Z5 \. x/ R0 @2 C6 z8 t1 a [UIEditor]
: m" Y# Y$ T, b% W Enable=0 d$ H2 J4 k1 B9 |4 z
Path=plugin\UiEditor
" v( t* u0 P) Q5 ]0 P [Main]* I: d/ V5 _# N9 n) v
StandardCanvasWidth=1280
4 Q+ u7 q/ v! {9 u% D6 X& l6 y! m StandardCanvasHeight=960
j" u4 R# q' H; l CanvasWidth=10243 r8 r) K' [! g, [9 ?' `
CanvasHeight=768
) X7 Y: j. Q) K0 S, |- d( _ X=0
, A' R8 `. E: N8 W2 ^$ c' b Y=0+ }. w4 }- j4 `" b4 F% x2 e
EnableReloadFont=11 ~( \- G$ K8 N! C9 v" ^' P+ ?
FullScreen=1& M6 M' M" G2 l
Panauision=0
1 M" C( h5 B8 b& m0 B/ M- l ExclusiveMode=0
7 i. @7 @- _' N3 P RefreshRate=0# n6 i+ a6 V$ y
Maximize=0
- f8 O: i( O6 s1 A K6 u [MovieRecord]
1 ?, G4 v# i9 J* D0 b Enable=0- ?% C! l9 ?8 [5 B. Q
Size=2
2 z, S; U2 V# @4 ?* x8 d Filter=3 z- Z5 f1 V- O+ Q
Fps=25- b( [% o7 [( v. F) \
Quality=11000000
( }. o3 Q% H4 w# ^# t4 ]/ ] Encoder=mpeg2
7 D' l5 C, ]7 [! I [Debug]
* ?, @1 e0 U/ J 3DEngineDebugInfo=0
- }9 y: l! Z; o) ]) y- n Console=0
' g, }7 N! C+ Y* d2 a PakFirst=0: y+ r( U% w6 m' s# a4 G
[Represent]+ b0 m! D. L" s- s4 A {
RepresentSFX=0
, p# e: J: l6 C5 L: q [Log]
' l- n% X3 I1 D9 D, U: L( t Level=255
( F- M2 I' L b- J' B% S [KG3DENGINE]
0 L1 q: M3 ^4 C) F TextureScale=1) G" U: K; F7 d G& h% s
GrassAnimation=1
0 R3 `8 D6 C- G# ~$ C RenderGrass=1
1 y2 `! j7 f! p! Z9 H. j AmibentShaderOnly=0
; m G2 |; y% z* }' c WaterReflection=1
; y1 g: o# a& m6 m* b5 I WaterRefraction=02 \( Q4 B$ a) w: r
PostRenderEffect=1 t E9 v3 b% j4 |0 G. _+ K
BloomEnable=16 Y2 r* b( k; q6 D! ?
ShockWaveEnable=1
5 @. ^/ F3 ]% F* ` HSIEnable=0
0 j! }3 E. G/ R! N& {9 Y ModelShadowType=0
4 n3 c6 k' v, l. K) D ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000
$ k. b# c. Z. a( }0 { MotionBlurEnable=0
+ k) z% l3 r5 Z( G! } F CammeraDistance=80000.000000% }' r' Y7 l! @+ j
CammeraAngle=0.7850003 X6 E+ s+ N4 ?2 d. u. R
DetailEnable=0: q7 ? T) O* f( K
WaterReflectEnvironment=1, p4 Z+ t/ g1 y& B* [
WaterReflectGround=1+ b; c5 w7 v+ {& a0 R1 c6 ~
WaterReflectNPC=1( X1 \7 C3 i7 }2 G
WaterReflectEntity=1 L7 d( D8 M z- G5 i# `) C
UseSpeedTreeLod=03 j4 e6 f7 V7 `! I2 F# _2 X
SampMipFilter=2. H3 S# _3 }; I- Q# F( K: j
SampMinFilter=2
' T' F- `6 Q+ ~# O: N# R SampMagFilter=2& a2 I/ N, y7 U( K; k/ a
UseRenderTwiceAlpha=0; Q, o: u) k- A/ _* I4 p6 u3 f
GrassAlphaBlend=1
* W0 Y- D& l0 F" @2 Z bGodRay=18 i+ Z# F6 z) T- l% ?; W
bSSAO=1& N' v X9 Q4 ?
OutputUsedResource=04 r/ W& g6 e9 a, T
fBillBoardCloudInureDistance=100000000.0000000 F1 N9 L# E, P7 c: |% n. V1 f5 m
DefautColorCast0=0.000000,0.000000,0.000000,0.000000: p6 s3 w+ Z6 _+ a
DefautColorCast1=0.000000,0.000000,0.000000,0.000000
) L# n5 d u3 ^8 Z DefautColorCast2=0.000000,0.000000,0.000000,0.000000$ T/ A3 z) ]! e& d6 n) j
DefautColorCast3=0.000000,0.000000,0.000000,0.000000+ {. B; ?9 V: B
DefautColorCast4=0.000000,0.000000,0.000000,0.000000' U' e3 C( ?( w/ w# u
DefautColorCast5=0.000000,0.000000,0.000000,0.000000
5 I: u: @* t! ^$ n DefautColorCast6=0.000000,0.000000,0.000000,0.000000
' T9 Z/ u, E+ {8 d1 n" f DefautColorCast7=0.000000,0.000000,0.000000,0.000000
& [. O2 f* h8 w! j) g8 A* `" ~ EnableRecord=0
3 v1 B+ v3 b% E& ?2 j4 ?6 p |# } MultiSampleType=4
* N3 @& R$ L: N X2 E MultiSampleQuality=0$ {0 ^& `2 s5 Q1 O; Q- i( b: ]
TripleBuffering=0
1 C+ g# k8 P( A4 T2 D" p VSync=0/ w3 B" R* y7 s) ^! x7 n
ColorDepth=325 E, i5 `" D8 H6 w1 r0 R: J: J
EnableDynamicConverMap=1
4 U3 [0 V2 T0 A3 P1 L& I, } CpuSkin=0 E/ J7 @9 G* Q6 ], N4 J( U
NumCpuThread=1& R1 l% i2 K5 S7 F
FlexBodySmooth=1 Y$ E% u. z2 V4 p- T% c
CpuProcessModelThreadLock=0
; H8 G/ o; n& X# C+ c9 T$ O EnablePhysics=10 D: s) ?2 N% j7 o5 ~9 S
MultiTextureRender=0; E9 |* b, z; ]/ |$ P# q
TerrainDetail=0
3 E; N3 Z" U; u: z- a VegetationDensity=1
0 G8 s l `% B+ N0 |& A WaterDetail=42 w, A# t: g/ _3 U, ^$ ]( V
SelectorScale=29 B* E9 c9 M0 ]9 q* B
EnableDynamicUnload=1" |9 _# y. U2 R: p7 ]& u
EnableBladesSmoot=11 P( ?' G3 {5 r7 g) C: k0 R6 x
MaxAnisotropy=1) S" M: U5 y; g$ Q7 p
bHDR=19 t4 K+ S2 d2 Z% m3 z: s5 d
bGlobalFog=1
% ?" t) S2 K& z9 h2 ` bDOF=1
1 P1 S1 y) }- c MinSoundRange=10.000000
. j$ h6 z8 s' D CurveCMYKEnable=0
1 w8 Z5 Z9 f" v ActiveColorCurve=0
, J4 H# Q( \& Q) i) y0 D; j EnableDefaultDynamicWeather=0
2 n/ X; p0 y, G fWaterAlphaMin=0.300000
8 |. k [' r% \8 _/ I! y fWaterReduHeight=400.0000005 R# D6 w5 |* V; j1 C
nWaterReflTextSize=512
: P$ a8 @& g) B4 N/ \ nWaterRefrTextSize=1024
# H7 |6 Z! V" m$ b' Q EnableNormalMap=08 O5 S) O! i/ C- B
EnableGroundNormalMap=0
% K: r( J$ ^& i EnableSpeedTreeNormalMap=0
4 ^; R( v2 X6 S2 E EnableTimeOptimizeLog=0
% u: z& Z6 R- V EnableDebugBBox=06 O. K9 l; I- j `7 j4 ]
bUseModelBsp=1
}7 R! ]" Y' i4 P0 S, W bEnableModelLod=14 j+ J4 b7 C, P7 Z5 W: v
ModelLODSwitchGates=100000000.000000,400000000.000000& j6 g9 t& I$ m7 H
TerrainLODGates=11200,16000,22400; ?9 j7 \) \. k; @" {
UseTerrainLOD=1
2 | O9 }# W$ g" d& P! e. ~ [ENGINEOPTION]
5 k! A0 k$ [' ?1 d' e# f' @1 o UseMultiThreadLoad=12 c7 Q7 Y/ b3 ^
UseLogical=0
) @4 G8 X7 Z, w7 V RenderTerrain=1
* e: M% Y% ^$ f6 ~ RenderGround=1
7 ]% z/ K2 w4 }% S! v: Z) d TerrDynamic=1! g4 G/ c; w$ e' [6 W7 S
ShowTestDialog=0* F9 Z' G. Y$ W, f4 D& I* Y
BloomMaxExposure=0.200000: E8 ]0 b! K+ A+ m) `
BloomMinExposure=0.1000001 y2 N; o8 J5 n8 d/ B
BloomRate=0.000000( j: {4 ?+ z9 i6 ?) J
BloomDelay=700.000000! \0 F" F/ G; I. s
BloomGate=0.300000# E4 u$ c. E: {
BloomCriticalAngel_max=10.000000+ B& u0 j5 o2 d) X& m. m
BloomCriticalAngel_min=-10.000000
9 _" F7 h x+ ?. r- Y WaterConfigFile=data\public\defaultscene\waterconfig.wfx
8 S8 d8 ?3 N) a% |; w HueScale=1.000000
! i8 O0 j' r0 g1 g% R6 o2 X HueBias=-0.000000, P( o/ T, g7 ~3 b: { [4 G, Q* E
SaturationScale=1.0000000 g0 Y( d& o' v% ?0 U# \
SaturationBias=0.000000) R" F; P/ o) E
fIntensityScale=1.000000/ m4 k D1 x: D4 l& x
IntensityBias=-0.000000' X. i5 C" t) k! X
ShockWavePower=0.110000 q& m/ v- C5 g/ c0 K# x6 Q3 W0 U
UseMultiThreadAni=0: k. b2 V# L: R5 [
NumMultiThreadAni=1
% z: m b: P2 T j% n, c8 b UseMultiThreadCull=06 t; N6 z6 N$ s: |8 m h. A7 l
UseProgressMeshLOD=0# L R. K: g, ]2 B! e" _9 ?
nGodRaySampleNum=3
& q. O- P# _8 y fGodRayDensity=0.3800006 \3 E9 s7 L8 E1 v) H
fGodRayWeight=0.100000$ T" \4 u$ h, L; s1 s8 f
fGodRayDecay=1.0000007 s" K8 y; `4 {7 G
fGodRayExposure=0.2700003 u9 P* @5 _% h+ ~" Y! ~2 t- K
fLimitAngle=6.283185
4 v% `6 M: z0 U1 R nSSAOLevel=1
9 n! e4 V- B$ s9 |8 d fSSAOSampleRadius=20.000000
% ]0 Q, ~/ K5 Y" X$ d fSSAODarkFact=0.500000( W. d9 n* h1 o* D% l5 v
fBlurWeight=0.500000- w/ r3 p) `: L" |1 I+ C8 {
bEnableAutoReLoadTexture=1
]- U" B a8 Y' t0 o4 C! V( | ImportOldScene=1
8 V. }# d+ e8 w% q" {5 V* o* G bEnabledAreaShadow=0
( Z' \; _8 n' p8 x2 z7 I fBloomExposure1=0.800000
( M; E2 l4 U8 A$ S& Z* l- m& | fBloomExposure2=0.1500009 G$ b7 z3 C* N1 T5 b: O
fBloomGaussCoefficient=3.000000
( o( ~6 ]- d1 l3 J- j5 E- M nBloomSampleNum=8
- Z3 U8 ~ I7 o9 D( `9 V& c4 C' Q7 R UseLogicalObject=1( r3 B, q/ R. S1 [9 C; g
bPackFile=0
2 Y+ v0 S2 O8 m& a' K bShow3DEngineDebugInfo=0
3 K; V! \, \: z' b bMultiThreadLoadAnimation=0
2 y4 \2 N( }5 @8 \: l5 H b3DVision=0! I2 X% y9 Z/ U; b8 T- N7 O
[SCENEEDITOR] q: k5 m8 k- B8 w+ N3 M
RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh
9 K# @0 [' e, O! n( @. | RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl5 e8 T5 |. G$ k' u8 ~; R9 O8 R
RUNNERANI=Data\public\scenerunner\scenerunner.Ani
, d2 d0 b8 X7 t' ? RUNNERFACEMODEL=
$ C$ g7 V& d4 A! @# p I3 k W RUNNERFACEMTL=
* Q4 L) t5 b/ {5 _- \1 d- \ UseOtherWorkDirectory=06 t- u9 ?# c$ b1 h6 [5 }
WorkDirectory=E:\Kingsoft\JX3\
! {% K( @7 T2 T8 U6 v [VIM3D]. t' o( y: C n& d* l6 }
UseVIM3D=0% M4 h/ t$ I7 W5 j; t: s* r
[SoundSetting]
) T- p. q) h" J9 t TotalVolume=0.800000
: F% V1 x- @/ L2 C UIVolume=0.800000
3 i) j5 o$ c! ]1 g8 B ErrorVolume=0.700000' [, o! C5 O V0 j' _" o" V2 g" x
SceneVolume=0.900000
/ w" o! [4 k0 O+ I. F ChVolume=0.900000
6 T5 H# N/ {# U2 C. x# o+ C BgVolume=0.500000
: a% p9 H& W$ ]! C8 X Silence=0, x6 a8 w4 Y, a) j' e, h, ?8 T
UiSound=1
% L% `; [9 L9 j$ c- _ ErrorSound=1
/ T2 X% v1 ], v: t- D* C0 j SceneSound=1
" q: P% F; ^6 }% H. O9 \' K ChSound=1" T3 F( j" M! [% X |- o' Y- b
BgMUsic=1' G; j3 w/ r2 M8 [
P3DSound=1
& }. c" b3 ~; d& d5 |; F BgLoop=1
5 m1 |2 P; r6 B1 m7 B- Y# e' ? BgMusic=1
' ` n% s6 r z: t7 O8 r* L3 I4 ` [Mouse]
$ j% j# ?$ J- i1 ?+ \ SwapMouseButton=0
6 k' n: b- ^7 o7 ~9 p" Q$ F& V [EULA]
4 f! \, S2 S2 k Accept=12 i; [4 J& y8 i+ E% [: K4 b
[Login]" }1 F5 B' N9 C& n
ShowLogo=0 [. T6 }" d3 I. A8 ?" W
Account=! k: ^$ Z' U# `8 h9 h% x0 g
RememberAccount=0
) b: A/ |* ?& b. s1 H' a0 \; h6 r [Caption]; X& ?8 w4 j; {# v6 |
FrontTexture=data\public\hitpointspan.tga
& Q* @$ T6 C( s8 L, z- `1 g2 r PercentageWidth=80.000000
. W; f5 u+ @: q! R PercentageHeight=8.000000 B' w$ J+ D; Q6 r9 s7 t/ Z [3 T
PercentageBorderXWidth=1.000000
0 G* v) G V: B+ w; L PercentageBorderYWidth=0.500000
, x5 I+ q8 ]! O' T3 R$ g PercentageBackColor=-16777216
. @: W6 j# Y" I- { CaptionHeight=20.0000008 C o4 y; M- l+ t( E# X
MaxCharactorPerLine=10
& W. t0 L% g7 |, I8 T, K- y FontFile=ui/font/方正黑体_GBK.ttf. R/ U3 I9 [5 R- R0 `
FontSize=28! B+ C' g! z, D- s9 k, b) R
FontBold=18 S' y4 U; d, Y2 ]! Y" G
FontItalic=0+ T9 ~' s, o4 _; P4 t C' I
BackTexture=data\public\hitpointspanback.tga- L' v! P7 p; E7 v
BackBorderColorScale=0.300000) R6 w% |# Q8 a
BackBorderColor=-1
2 o$ Z& o+ w& l DefaultFont=黑体7 p9 W9 c/ y" N" ^
[Loading]
" j) e! K* H& d5 o' l background=UI\Loading\background.bmp
) X" @: o, }8 v4 x" u0 } progress=UI\Loading\progress.bmp
* c' I# ~1 ?) ^- Y sprite=UI\Loading\sprite.bmp
, l9 r5 F1 Y) d+ k/ o9 P ProgressX=354 t4 n+ r$ w; \9 p& e
ProgressY=297* |/ z% z+ X, a
[MODLEEDITOR]% `) q. W: e& r3 E$ J2 x
ModelEditorLODDistance=300.000000
% S! @3 ~3 [. @1 G ` 保存即可。9 F. Q. f0 \$ K" }0 K6 z8 H2 Y. p
备份原来的config.ini |
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