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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
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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。
8 t6 W! o4 }) n(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>- J& b( C" _: R/ Q
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。/ | \" V y7 X, O
配置文件里面的0就是关,1就是开。
4 ] a+ r) z! M" c2 g 对应的就是:# G1 f% R! I: R7 a/ O8 _( q, z
屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=19 [, Z! C2 S6 N. o0 h. y
高动态范围HDR bHDR=0改成bHDR=1' h0 B2 X, ]( O) e
雾化GlobalFog bGlobalFog=0改成bGlobalFog=1, F7 [( m( |( C) ~+ q7 a, u
景深DOF bDOF=0改成bDOF=1. o1 P, x0 i( G5 I
不会的,直接照下面说的做。
2 _3 X4 {6 k$ W! a" l5 I 打开剑3安装目录
1 U, G) y( B" @6 ]8 t2 d 找到config.ini" i3 n0 U! J: k Z% b" N
把里面的内容替换。
" L, H+ R8 E: F [UIEditor]
6 M8 ]5 |: ^ y+ L" M' z o Enable=0. {+ U% i. l" ]' s- J
Path=plugin\UiEditor
- G. ?6 c. |( o: @' ^# d [Main]; l0 M7 B; ` R
StandardCanvasWidth=1280- _" j4 {# r* p3 X$ k5 @7 I
StandardCanvasHeight=960+ [0 A6 ^* y0 A
CanvasWidth=1024- H( k& ^1 n/ c% _; o+ P
CanvasHeight=768$ x* R8 R% D) `0 O# w4 ]/ ]6 ]
X=0
' x3 ^1 @6 y) w$ {- y Y=0
! Y3 y! ]- Q# X# x* ~$ s6 j EnableReloadFont=1
0 w' X; z, j. y2 v FullScreen=1% c2 Z$ |: w0 m. {; I O3 K `5 c, O
Panauision=0
D5 r" d: N0 s. f" F! Q) b' b ExclusiveMode=0( p8 S0 D& o7 t7 @
RefreshRate=0& v2 l9 M+ ?3 d
Maximize=0
% a: H" _4 V, W# y' T0 `/ A* U [MovieRecord]
& e% N* D; D( E: G Enable=0' R7 O f9 J+ t7 {+ k
Size=2" }/ F; \' b! y$ j: s$ e7 p0 C
Filter=3
$ H& {& z' Y0 C5 |9 L4 ?5 b Fps=25
- x9 B& H! @ C0 t0 O- M Quality=110000007 h, l- r' E4 F; F; [8 L8 D4 d
Encoder=mpeg2
$ C% }# m2 ~4 C$ H2 ~ [Debug]! I' K( X6 z* U: K. m# R' ~
3DEngineDebugInfo=0
% z# o) g7 _' }1 c( Q Console=00 ~# x3 L9 \/ }- ^5 H7 q
PakFirst=0& Q' W3 v0 S9 x" M
[Represent]
7 l2 b* M* A' e: x, \0 X RepresentSFX=0
3 P% K# k% J2 X) S3 h; } [Log]# ]0 `2 {9 ]0 d) u5 W
Level=2558 N' }" r& U, `$ I# _, J/ @# w
[KG3DENGINE]
6 G0 O$ V. U9 R% a- K4 |/ k" ~ TextureScale=17 e" b1 s# e# [- A% i* _8 Y
GrassAnimation=1 u6 y# f7 N7 L. ^: G: d' A
RenderGrass=1& H) S: Z' |$ K4 @1 Z G! P
AmibentShaderOnly=0
: @9 F! p) t) x9 a WaterReflection=1
2 [ I# C4 w* q7 S- `: x( Z/ y: D WaterRefraction=0$ }% m, W- M& m' j9 F
PostRenderEffect=1! i2 h2 g1 U1 E, d E% U
BloomEnable=1+ l0 y5 m6 T/ n/ F: b
ShockWaveEnable=1
% V' l! O3 i, r* M8 ]5 L HSIEnable=03 @; E) V4 U2 L# J, o8 s- U
ModelShadowType=0
$ h9 M7 G' x. B/ I% ~ ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000! E4 C4 F0 g" t# G0 R. X
MotionBlurEnable=0& G# h; l* k" J$ ^
CammeraDistance=80000.000000
$ X3 o0 I/ {( R8 q4 [; y) q1 r CammeraAngle=0.7850007 V6 v/ `$ C; ?3 [6 q
DetailEnable=0$ \' y. V- I- W* [
WaterReflectEnvironment=1
2 d5 A& v/ i8 U" Z WaterReflectGround=1
9 y# p: D. Z( x, B( w5 ` WaterReflectNPC=1
( Z0 D c, |: W a WaterReflectEntity=10 i C) g& h6 y& O9 G
UseSpeedTreeLod=0: J/ p( I4 H6 @4 R) m
SampMipFilter=2' n$ R( K. `: q
SampMinFilter=2
# v+ U' A3 { B2 K {6 Z SampMagFilter=2/ Q* w0 J4 Y' m8 a% v) S
UseRenderTwiceAlpha=0
0 j9 l9 }5 W; H# e9 G5 d GrassAlphaBlend=1
8 f5 a4 h0 G2 E8 e4 ?3 m7 Z+ t2 I1 S bGodRay=1; D9 K: l. ^6 H8 a% N; d
bSSAO=1
# A' z F6 p4 ^; p# Y9 c9 [ OutputUsedResource=00 C$ V3 l" c7 E7 c7 Z* f
fBillBoardCloudInureDistance=100000000.000000* Q' }4 a4 n4 I y+ t/ t8 c: `
DefautColorCast0=0.000000,0.000000,0.000000,0.000000$ _" A+ L, P3 ?" W6 Z3 x
DefautColorCast1=0.000000,0.000000,0.000000,0.0000008 d/ l- L: I# I* p" \4 B
DefautColorCast2=0.000000,0.000000,0.000000,0.000000& N8 o+ i1 ?: k+ e: [& ~
DefautColorCast3=0.000000,0.000000,0.000000,0.000000/ o/ ?' Q! R1 v" Q( _% w. q
DefautColorCast4=0.000000,0.000000,0.000000,0.000000
7 ]2 K3 |2 d& U: t7 ?/ C6 q DefautColorCast5=0.000000,0.000000,0.000000,0.000000. M6 _+ {* Z, t0 S9 S
DefautColorCast6=0.000000,0.000000,0.000000,0.000000
- f9 m" A8 S9 [1 D6 Y$ b DefautColorCast7=0.000000,0.000000,0.000000,0.000000
9 ^# ^, Q' a x8 d3 H) S EnableRecord=00 p+ p! {, e/ p0 P
MultiSampleType=46 H1 i6 N! d3 x7 H' z8 @2 G6 E6 U
MultiSampleQuality=0+ d. r% x; V* L0 a% {
TripleBuffering=0/ l) V% L# e) {/ k( r# C
VSync=0
& s3 r; U0 A+ ?$ {- V* O4 ^ ColorDepth=329 U2 ^" e% n+ w0 b* q
EnableDynamicConverMap=1% v6 U K7 F- Y6 g: _) W/ T
CpuSkin=0! d, J2 b5 ~7 n& ~
NumCpuThread=11 O( D* Z( |- F; [ ]2 r% W
FlexBodySmooth=11 m' Q" ?8 p( ]- H4 j
CpuProcessModelThreadLock=0. Q* w; U- n1 k4 R
EnablePhysics=1+ I1 o, E3 J! C/ ?6 l2 z
MultiTextureRender=0
6 G* h( I7 z1 L TerrainDetail=0
, W% K7 D! O6 n8 B* n2 V# S VegetationDensity=1
" ^2 `! c2 w9 B1 S c WaterDetail=44 m b& @+ L; f
SelectorScale=24 C: D* H) J R
EnableDynamicUnload=1
% p. V6 \6 ^6 C, t, o D( j( x5 P EnableBladesSmoot=1
" S! s0 s1 A% j6 ^# l7 w+ K1 ] MaxAnisotropy=14 Q1 l w7 D: h# ]) }, @' O
bHDR=1
5 N R4 y' V4 c* V4 M8 B bGlobalFog=10 t2 a. t* V4 ]( Q, o
bDOF=1
$ [0 }; X" W% j7 `/ e/ W( L+ { MinSoundRange=10.000000: X# p# c' T. G; [, U5 b
CurveCMYKEnable=0
* p4 U8 n8 a0 { ActiveColorCurve=0
" c0 T( }& _, o8 Y) L EnableDefaultDynamicWeather=0# ^# o4 s; a8 e1 X
fWaterAlphaMin=0.300000: _! `8 \; n+ }& I8 O6 G2 Q
fWaterReduHeight=400.000000
' Y8 a. G0 @8 K6 E/ h nWaterReflTextSize=512& E: n% v) n8 C0 m
nWaterRefrTextSize=1024
& i1 Q7 R% N2 ?5 v EnableNormalMap=0
) q- K0 W0 T, C2 t; Q EnableGroundNormalMap=0! `3 U! }6 L+ {2 A
EnableSpeedTreeNormalMap=0
% A6 D& f4 R. w" f9 W) K EnableTimeOptimizeLog=0+ O$ B9 W8 |+ p$ i! @! a9 J9 g. D
EnableDebugBBox=0
! t- k! I- [: T" A8 _, n bUseModelBsp=14 f, \* `/ _$ k$ m$ {1 y
bEnableModelLod=1' T4 r( O+ s: y. j m# Q7 V7 e
ModelLODSwitchGates=100000000.000000,400000000.000000
( n+ V% m+ e9 R TerrainLODGates=11200,16000,22400" G( G# @9 q+ k0 f& N
UseTerrainLOD=1, q# M) u) t5 l, O2 g1 ]3 S
[ENGINEOPTION]% U8 Y+ X# e9 ^8 _" l
UseMultiThreadLoad=1. B& t* l; [# m. K
UseLogical=0
& P) W, J, r) S RenderTerrain=1
4 |: `" r/ w4 d; J% ?6 i RenderGround=10 |& X% e. k# A+ |1 U
TerrDynamic=1/ p* H" B6 k1 R, @5 C9 y$ }
ShowTestDialog=0/ \8 R) u! ?9 m* Z0 o; k
BloomMaxExposure=0.200000: S4 r* S- j& [" J1 [/ ?
BloomMinExposure=0.100000+ E1 B1 X) R% H) q! H+ B) P2 ~
BloomRate=0.000000
1 m' _- N1 g& j3 p8 X, E BloomDelay=700.000000
- l9 h2 i/ K- Z6 q/ ]! ^ BloomGate=0.300000
: F. E" u" ?8 L3 [/ y2 g4 v8 H BloomCriticalAngel_max=10.0000002 i8 y% U( A- t" K7 A
BloomCriticalAngel_min=-10.000000
7 m& C4 B* i- X$ [ WaterConfigFile=data\public\defaultscene\waterconfig.wfx
) ^& r3 P; N$ U HueScale=1.000000
5 ~, Y# k0 B0 E" e4 Z9 U6 x HueBias=-0.000000( {# M9 L. l9 J- Y- y( R3 z- b+ t
SaturationScale=1.000000
, K$ t# ^) |0 L- k1 l* |: t SaturationBias=0.000000
5 R; R& b0 x( o4 v fIntensityScale=1.000000
% G/ U4 [- |. [0 p' E2 x IntensityBias=-0.000000
" R ]5 p6 {' Z8 g7 o; Q ShockWavePower=0.110000
: o, z5 Z# c. B% d1 o% T( O UseMultiThreadAni=0! ?8 U9 C& } k7 e" Q1 E# D+ X& |
NumMultiThreadAni=11 \$ o- Y1 o$ Z( t; y
UseMultiThreadCull=09 U- n% V8 N! y/ ^) d. W
UseProgressMeshLOD=0
# a1 I1 q7 B4 A0 z4 B6 `( c nGodRaySampleNum=3
8 \2 K/ t# ^0 p0 x& p: L fGodRayDensity=0.380000
4 H; A: Z9 J/ H fGodRayWeight=0.100000: u; h: m, W" D8 G0 D( b1 i( @
fGodRayDecay=1.000000* M2 M3 T# z. t3 E$ [1 \
fGodRayExposure=0.270000
! h; `3 }; c7 l6 U1 i/ ? fLimitAngle=6.283185$ m/ b& R' y U& _! F4 s8 l, C
nSSAOLevel=1
' L+ Z& A8 o% ^) t8 ?6 ` fSSAOSampleRadius=20.0000005 b4 a1 O9 | G5 U7 u2 D# t# i
fSSAODarkFact=0.500000
' f( S, O/ ? L fBlurWeight=0.500000( Y+ l. X7 \) ^2 O
bEnableAutoReLoadTexture=1
) }( ~; L) I- ]7 b% }1 I* A: p ImportOldScene=1! z$ l. x6 ^7 Z' b& u
bEnabledAreaShadow=0
4 ^2 o, d6 Z7 ~ fBloomExposure1=0.800000
% S! Q7 P w6 \9 s4 S# a9 S# w fBloomExposure2=0.150000
0 j! v; W5 E& w7 \& ? fBloomGaussCoefficient=3.000000
5 r3 T* V/ o6 `2 t" L. @8 c& j nBloomSampleNum=8
; s6 M: u. `6 D" P+ ^ UseLogicalObject=10 X9 V: q0 x# |& V
bPackFile=03 k" y5 c0 f$ ^, t5 r: f$ a, K1 u
bShow3DEngineDebugInfo=0
, q/ }) C0 C, v" o$ C( m bMultiThreadLoadAnimation=0
1 o V6 {' S' n; `6 _ b3DVision=0
; v8 u; Q2 F! j [SCENEEDITOR]8 y, z0 E5 P9 b+ Y1 O. c. t
RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh
% Z2 b* x3 j2 B, h' | RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl$ J4 b, e# p$ m6 F" V( n' `
RUNNERANI=Data\public\scenerunner\scenerunner.Ani
/ j% c+ a; w9 O U7 d RUNNERFACEMODEL=/ O3 E% |. ~' z! |
RUNNERFACEMTL=
; H0 D& k1 p% U: \ UseOtherWorkDirectory=0
1 W: b% p/ g# z: v! W WorkDirectory=E:\Kingsoft\JX3\$ p3 S# ~: X5 |! b6 m
[VIM3D] D4 y+ Z' K5 r3 V+ V0 ]
UseVIM3D=0
+ L( O/ C* m6 n9 a9 M [SoundSetting]
! y* Z/ R# W( ^, M TotalVolume=0.800000
2 m8 C: ^ P" I UIVolume=0.800000: a% O, ?/ i' W, T& ^3 w" z$ o) x& [
ErrorVolume=0.700000
6 z! x0 M* i1 ^) R+ L# x SceneVolume=0.900000
- D/ |$ @4 k& f, i8 q/ S; i ChVolume=0.900000; C: \: L# A9 _% ~, U
BgVolume=0.500000
) f: n7 K: I5 q1 }7 z) S Silence=01 o. b) I" Z8 F
UiSound=14 X7 ]/ w0 @. J* ^4 y# B
ErrorSound=1
' [' ^( D5 \( b8 S0 D5 t# r SceneSound=1
7 j' d0 U7 [: o ChSound=1$ T. x+ {8 X8 f" h: T
BgMUsic=1 L F: ], t% c# Y, I
P3DSound=1$ a# C2 Z& s/ m8 S- L6 c9 q+ g/ c
BgLoop=18 J) @: k0 Y5 e/ O; b2 X
BgMusic=1
' L6 N6 A8 F0 P9 t$ [ [Mouse]3 R7 ^" C: v1 O1 I. @
SwapMouseButton=0
( ^3 P" r6 h3 x( C7 L [EULA]
0 {0 c9 E4 f' L8 d M Accept=1% d$ B2 U# d) e- ~" i4 Z
[Login]
& p: A+ N/ ^% K0 J9 d* M# I ShowLogo=0
3 x/ @6 V" p) W# [ Account=; v3 \5 I2 H- l% x' O8 l7 s$ B
RememberAccount=0" G0 Y, [9 Y. h4 N8 W
[Caption]
% N8 ~$ N2 \5 n6 u' p7 } FrontTexture=data\public\hitpointspan.tga8 h0 i; H2 Z+ ]4 O; ^. l
PercentageWidth=80.000000
+ h- l* I/ B6 ]" c' ` PercentageHeight=8.000000' U8 @+ j" g$ w% X
PercentageBorderXWidth=1.0000005 Y6 y6 Z$ X1 A5 A, E. o# }
PercentageBorderYWidth=0.500000* J9 y1 h K* p( w
PercentageBackColor=-16777216/ _/ G" t0 v4 {# \: A
CaptionHeight=20.000000& t, f7 } V& w4 [# l6 J1 p
MaxCharactorPerLine=10+ n9 i5 @% f" O* t/ z
FontFile=ui/font/方正黑体_GBK.ttf
* Q5 Z, L$ R! d# z3 b5 c: w FontSize=28
+ X( N3 w( P& z5 \4 N FontBold=18 E4 s% ]1 q" h8 [* Y# R2 T
FontItalic=0
! q X, }# c4 _( K! Q y BackTexture=data\public\hitpointspanback.tga& r: B3 N1 m: s' ^- T
BackBorderColorScale=0.3000002 G0 o- P, U7 b6 u3 I
BackBorderColor=-1" i* l( A7 W# n1 f- p2 f' A
DefaultFont=黑体! ]7 J; g" w. I& z: W+ M0 W
[Loading]
( V$ H6 Y! K2 F background=UI\Loading\background.bmp
. ~' C% r6 z5 [) I* x+ N- ] progress=UI\Loading\progress.bmp
, z, y0 o/ v9 @9 O+ l, |" x sprite=UI\Loading\sprite.bmp
# b( g& q& P6 w% w. H V ProgressX=35
# m. }3 F7 D$ e; T6 r: M0 y ProgressY=2979 e. |) S8 w& n2 s
[MODLEEDITOR]' w. u1 M/ T# X5 }0 v6 v# o9 P2 [
ModelEditorLODDistance=300.000000$ m% X: I+ i; b0 U% ]- k- f: y
保存即可。( }2 [! P7 h4 y7 b9 R
备份原来的config.ini |
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