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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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( k1 V$ O/ g" C# G1 N" } 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。
( U6 C+ `0 Y( j# r& f$ _(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>- k# L; j) C" K! ?4 D% P
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。- e! \# K8 j& Z
配置文件里面的0就是关,1就是开。% e/ [/ I7 k* m6 i
对应的就是:; v8 } g5 j6 M! `0 a7 ~" j
屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1
( a& k: `; O, O- Y/ e0 i- ]2 [* M% [+ \ 高动态范围HDR bHDR=0改成bHDR=1
. y: l: @# Q& M/ j1 I; }; m 雾化GlobalFog bGlobalFog=0改成bGlobalFog=1
/ T4 v- S! r' W$ b6 q7 \9 j2 r+ o( b 景深DOF bDOF=0改成bDOF=1
! r/ b- m. I: P; o. R6 ?3 T! N 不会的,直接照下面说的做。
* Z' c$ O( z Z; g5 W4 S9 c 打开剑3安装目录
3 x a) d: G) w4 j% X 找到config.ini
% T9 b( E& b5 \: e% U- b1 _ 把里面的内容替换。
0 q5 x, H; N3 A# x( |; f [UIEditor]
# }, ~2 P+ o4 _$ R Enable=0
* N$ R% x$ F0 w: t. _% w Path=plugin\UiEditor
( p) T% \* `" `* o [Main]" M& J' s7 e( h9 r* y
StandardCanvasWidth=12801 L) ?+ i# @1 l
StandardCanvasHeight=9604 z: N- j! D$ R" d% c6 F. f/ m8 Y
CanvasWidth=1024
6 E1 i2 e0 ?. u; v: |7 k* \ Z CanvasHeight=768( o; g& x) y) X$ b# L, _
X=01 k+ [8 O: g# M: w, V
Y=0% L0 C* M2 c4 L, V( A& q( m
EnableReloadFont=1
' |! G5 l, ^/ S) Q& A FullScreen=1
/ Q. [: ^/ G+ E Panauision=0
; V; ^2 O, @$ ~1 ~, N {; i3 ? y; i ExclusiveMode=0" K3 x' e' d2 I, o
RefreshRate=0
% q1 r% n a8 J# w; Q: G2 J Maximize=0
6 p' @5 f4 w, F% y [MovieRecord]7 y7 {* `/ V$ i' D
Enable=04 T; s/ } ^2 d7 n. d5 P9 q$ n
Size=2
0 j/ ?- i3 k z( o: i$ G Filter=34 H- Y- j+ Z b0 f# W
Fps=25
, w8 L1 b" f- W. ~! v Quality=11000000
4 R& a& T) A* [9 B; m Encoder=mpeg2/ I/ G. Y/ f; |6 \8 _9 E/ I# @
[Debug]2 H4 R* ]& F& N! X4 G
3DEngineDebugInfo=0
! M2 ~# S" X N2 K# F4 D Console=0
5 }# J9 H' H, K2 a8 ?9 ~) i PakFirst=0
, i- s# R0 R2 b- S! O [Represent]9 G: T" p0 I; \, G, Q% |$ R, Q
RepresentSFX=09 s8 J0 o, z0 d2 C
[Log]) o" f8 ~4 T, w- r& E: ]( t2 E
Level=255, j7 T3 y" r& n0 y
[KG3DENGINE]1 y0 M1 b4 Q6 K: a) I/ o; }4 f
TextureScale=1. F' z) {2 u: n5 U+ Y. }" O; C K
GrassAnimation=1
! S1 K' |" L. c2 K RenderGrass=1/ l6 [% ]9 x9 ^, y R* D4 \
AmibentShaderOnly=0
3 ]# M T- R8 c WaterReflection=1
5 I3 t9 w* K5 E WaterRefraction=0/ c, I2 o, m( @# s; ~0 Y
PostRenderEffect=1
: S, @8 X# ?9 O2 v; R# k BloomEnable=15 g6 G1 a+ O+ @% b* r) ]
ShockWaveEnable=1* ]/ g. A* [% X( s' G" j
HSIEnable=0
: {* P3 a* Z o) M ModelShadowType=0
3 Z' N7 }8 A7 m ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000
- y% w) Z7 \% e9 R MotionBlurEnable=06 V8 H, d+ ?7 `2 E5 `
CammeraDistance=80000.000000
+ {$ s4 |3 c3 x2 O$ U |& Q) |; L CammeraAngle=0.785000
7 q- y% g' w8 C DetailEnable=0
4 ~+ @' q3 ]6 A0 w3 Z6 [/ { WaterReflectEnvironment=16 r6 [# ~9 R9 D. C6 Y' E
WaterReflectGround=1
" S9 _& k" V" O: Q WaterReflectNPC=1: M) w- w2 b0 L8 ~- F4 z& m. }
WaterReflectEntity=1
2 O- Y0 K/ b& j2 t UseSpeedTreeLod=0
! N( Y0 E2 z' H% n: q: z SampMipFilter=2 @4 T+ H' h9 _" {: @7 E6 k8 r
SampMinFilter=2
2 A# I1 P- q8 ? SampMagFilter=2
3 x+ L& X4 w0 D1 ^" l$ D UseRenderTwiceAlpha=0
& {) `* [1 R' m: m GrassAlphaBlend=1
. o# v+ O# B; k* h bGodRay=13 V+ y( \/ g/ \' g
bSSAO=1
$ `" ^7 f' n7 C( M; I OutputUsedResource=0
8 b$ G& c1 E6 q( ` fBillBoardCloudInureDistance=100000000.000000) `; }+ n7 \# v* w2 s+ H0 |3 j
DefautColorCast0=0.000000,0.000000,0.000000,0.000000( T7 ]6 M H9 ?% c' t0 Y3 X
DefautColorCast1=0.000000,0.000000,0.000000,0.0000007 f" e% K, y3 R; G9 A
DefautColorCast2=0.000000,0.000000,0.000000,0.000000" G( y8 l% H3 A* ~: `. @
DefautColorCast3=0.000000,0.000000,0.000000,0.000000* |1 s( _; w4 a% R* Y; y
DefautColorCast4=0.000000,0.000000,0.000000,0.000000
" P- U2 U1 E. F# ~- P6 o* B0 d: W* e2 V DefautColorCast5=0.000000,0.000000,0.000000,0.000000
* I& N& [! T& ~1 q DefautColorCast6=0.000000,0.000000,0.000000,0.000000
; i& v2 m- g5 `5 ~$ c5 X, _1 a- W DefautColorCast7=0.000000,0.000000,0.000000,0.000000
& x. P' [( R g3 J! _% K EnableRecord=0
& D' A. o, |! |# `. T5 j6 { MultiSampleType=41 ?2 p# p4 M: S1 t2 W1 r
MultiSampleQuality=0
. s: w8 I7 @& y: m3 @ TripleBuffering=0
0 F* Q# t9 y8 z: \, O VSync=0" g3 }( l2 x: p, e# `* d
ColorDepth=32+ ~; G6 b- k; }* J) u2 V
EnableDynamicConverMap=1
% d& ~( u5 d' e+ }: S CpuSkin=0
" N' j' n7 f" ^7 J+ g: Z6 W! z NumCpuThread=1* R) f' I* J. a" ?- [
FlexBodySmooth=1) Z% r; [' H7 t8 D8 b+ l
CpuProcessModelThreadLock=0
# j/ p3 K. \' E- J& h/ ? EnablePhysics=1
: \8 i) b% B" w6 i H9 G MultiTextureRender=0
0 J' d$ ^8 ?( d% Z5 C" N. q TerrainDetail=0
4 a9 q. P/ Y( H2 x" V VegetationDensity=1
/ d* A5 L9 x& @* F WaterDetail=4* N1 J; F6 h; y* W4 }, q
SelectorScale=22 e' ^1 ]9 T& z$ \0 ~5 |8 e
EnableDynamicUnload=1
8 {, B' ]# L# [, y# w0 C EnableBladesSmoot=1
9 i! t! ?/ t) B MaxAnisotropy=16 ?5 Z6 u8 ?) H2 _
bHDR=1
) T: ~$ e8 n1 K7 A4 a2 s bGlobalFog=18 @. v* {$ \7 M" p5 q0 z
bDOF=1
* v. ?7 f+ X0 S, M2 ?" Z, N MinSoundRange=10.000000
. K) ~: W6 c/ h) \" \5 Y; e CurveCMYKEnable=0
% M0 ^/ {- n U/ Y, ` ActiveColorCurve=0
3 s+ \( [; N, j' i+ |, ]. w EnableDefaultDynamicWeather=00 V- R" s/ E3 {
fWaterAlphaMin=0.300000
4 U9 \) V0 l9 R! D! j4 a fWaterReduHeight=400.000000
1 {7 J# E4 X: b nWaterReflTextSize=512
8 v% }8 G/ y9 c0 t5 G nWaterRefrTextSize=1024
$ ^2 t: q8 }* U; X EnableNormalMap=0
. M/ K0 l8 e1 u" N( O9 o5 p EnableGroundNormalMap=03 {' h i' N8 J! V7 M/ r% I
EnableSpeedTreeNormalMap=0
) ~* u5 [7 g: d$ `1 @* w- h EnableTimeOptimizeLog=05 |7 y9 l% Y9 x- A8 _8 i( Q3 _' i
EnableDebugBBox=0
3 T7 S, Y& D& p- e6 U% ?. L bUseModelBsp=12 X% z7 F- b& z: C
bEnableModelLod=1
& n0 u n$ B* C/ Z& } ModelLODSwitchGates=100000000.000000,400000000.000000. `8 a' g" h' f" ^* D: X1 {$ y0 t
TerrainLODGates=11200,16000,22400
; K" L$ i+ \5 O# B# n7 i$ K UseTerrainLOD=1
- v; n- s9 ?/ J" c4 b; L& l) } [ENGINEOPTION]
1 i( `+ S2 a5 T! e9 X6 J( l: U0 j UseMultiThreadLoad=1
9 f, [, G. d$ e. w) Z UseLogical=00 s3 |) m- ^' G" l
RenderTerrain=19 }2 V' u/ C0 \2 G9 V/ ~9 P
RenderGround=11 y# }# f) ~- j1 C% g7 b
TerrDynamic=1
: X, _2 U; n, \ ShowTestDialog=0" \% z% ~8 {" F" I2 @
BloomMaxExposure=0.200000
' p" ~2 U; e9 @ M9 w BloomMinExposure=0.100000
. ^8 e9 z) z; D% P* R' D: ` BloomRate=0.0000004 K4 A- b5 ?: O9 x% P
BloomDelay=700.0000004 i# k& ^1 a- A' r. C7 j* M
BloomGate=0.300000
4 c3 `: b! V' P+ \% v BloomCriticalAngel_max=10.000000$ b, F1 t3 J8 z: u: p
BloomCriticalAngel_min=-10.0000003 v2 `7 J; c- t
WaterConfigFile=data\public\defaultscene\waterconfig.wfx
% \$ ]) `* M8 s# L; u HueScale=1.000000
5 D* V2 I: H! n& J( g4 V4 x HueBias=-0.000000
* J( j" g6 Z1 F9 x; ~. `; U3 _ SaturationScale=1.000000
3 w" o" z) W0 [$ r6 @ SaturationBias=0.000000- x6 P7 _9 u2 J+ L! ?) w, n# Z
fIntensityScale=1.000000
8 J% J3 L6 K! \' M* D" F& z- S IntensityBias=-0.000000
! t5 @0 k7 O! E$ D( s ShockWavePower=0.110000
" p3 w# M% L2 T5 l7 ` UseMultiThreadAni=0
! D+ ^# A% S2 W7 W8 C NumMultiThreadAni=16 F/ D+ ^% t5 o! E/ @3 s
UseMultiThreadCull=0" L- l, Q! u4 |( _) y
UseProgressMeshLOD=0! k7 j0 z0 m" `! T& }; |+ S
nGodRaySampleNum=3& q; R* h6 |2 H# U( {) S6 W
fGodRayDensity=0.380000
% I0 A( J8 v- f# W( Y fGodRayWeight=0.100000
& y! O# ]3 i! A$ Q2 H fGodRayDecay=1.000000
* t' s6 ^# U7 [ fGodRayExposure=0.270000
0 r+ E9 e$ f$ Y. g$ {- U9 W2 g& }9 ? fLimitAngle=6.283185/ p* f* k. w7 F! `# c+ I; P4 y
nSSAOLevel=1
+ A$ y) ]3 N2 D* O4 ? fSSAOSampleRadius=20.000000
/ M* y/ a* D* V5 i. s# h fSSAODarkFact=0.500000$ X% j- @% K3 ]# v8 g
fBlurWeight=0.500000
% M9 f6 g- C3 w! z) H* @3 q; q bEnableAutoReLoadTexture=19 b3 p4 t5 [# A
ImportOldScene=1$ a( n& X$ O) k$ [8 y7 ~
bEnabledAreaShadow=0
! z2 [2 c; O& k$ [( L- x( B/ w" o fBloomExposure1=0.800000
1 S# {+ P B- l, R g4 Q/ n fBloomExposure2=0.150000/ A& O1 _: `' K4 t7 f
fBloomGaussCoefficient=3.0000000 h; R. K; [! [1 z& j! Z3 p6 D
nBloomSampleNum=84 n% F( s- u# E2 Y. G
UseLogicalObject=1! y/ S9 L& t* P: M I
bPackFile=0
+ [7 h. H5 `& J9 b, l bShow3DEngineDebugInfo=0
% c; K9 A& `+ |! `$ |+ J7 P* }$ | bMultiThreadLoadAnimation=0" x% m' y6 Y8 R. i! R' W: f. q1 q
b3DVision=0
% d6 M& N# Z6 z! V6 @1 i1 H( ]8 k [SCENEEDITOR]
( s# C& \* D+ J' y2 v/ w- M RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh
- Z6 |1 C3 H6 {$ d& l" _9 r% V- N RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl
5 k" C+ V( G6 Q- w RUNNERANI=Data\public\scenerunner\scenerunner.Ani
: |( D; ]3 J; X+ x. @; r/ y" O; ]1 c RUNNERFACEMODEL=% l5 H5 d9 k8 o$ z3 _" [
RUNNERFACEMTL=
x( g: a7 ~! b% Y7 n9 Q) x$ \ UseOtherWorkDirectory=03 Y" i- e2 d& y0 r
WorkDirectory=E:\Kingsoft\JX3\
! T) E( A% |1 L; r- V [VIM3D]
5 [$ ~# l2 |" a5 p UseVIM3D=0
3 c+ j+ r$ O: z: x& x8 N [SoundSetting]; C# Z- v8 f: G
TotalVolume=0.800000
: P3 _: O2 f# ` q UIVolume=0.800000
^% ~' `3 O+ I+ t2 T* f4 T" C4 j ErrorVolume=0.7000003 T b: ~9 o, t1 t
SceneVolume=0.900000) X& R8 [/ T" Z; e0 @) Z W* j
ChVolume=0.900000, S$ Z9 x1 s, x7 \* T: _& H" M
BgVolume=0.500000/ r& G4 K! U+ K9 h) C* Y
Silence=0: ?7 f+ h& S; F0 U! Z# k% x
UiSound=1) F5 n9 j/ }8 s, t+ j9 d2 e, W* s! i
ErrorSound=1
4 G# s/ a/ M! J SceneSound=1# ?3 v6 h. [. _- s& s: c+ P* O1 X( S
ChSound=1
, U% }+ g. }& ^- Z- Z. C; ^9 s BgMUsic=1' Y6 R! f% j; O4 G
P3DSound=1
# @9 w9 Q6 G8 U( x% t BgLoop=1
/ e0 m1 V6 D# d) E$ h6 t3 ^9 j BgMusic=1 Y# Z3 K7 G3 g) Z: }
[Mouse]
' w8 c+ I+ y7 `% a. y3 Y5 I SwapMouseButton=0
# O' M2 R1 F9 K* B2 y [EULA]
0 N2 O6 y3 R6 g+ `6 b Accept=1
" b; c( ^8 U% g! \9 K1 ?, l [Login]
0 M: _7 {7 H9 n7 u* _ ShowLogo=0
3 `( H7 g/ [1 m7 G7 r0 f4 I; ~ Account=
* c$ Z) Y! g0 E6 m) w RememberAccount=0
' Y- ~/ P* q, F$ P% c [Caption]
% x. h/ W( R' }" m% s% l' E& w FrontTexture=data\public\hitpointspan.tga: Z" f5 Q* D1 B9 N& \8 [! z
PercentageWidth=80.000000 F" y6 o6 W9 ]: Q- _ M0 x8 i) P
PercentageHeight=8.000000
I4 p; ~7 y9 q PercentageBorderXWidth=1.000000
" i- d* F, V2 M8 F% C PercentageBorderYWidth=0.500000$ n+ P' d }8 \
PercentageBackColor=-167772160 l! r% ^5 o1 A5 A
CaptionHeight=20.0000000 b e. z4 g$ D' n+ h* o- i
MaxCharactorPerLine=10
. C% q; j) b, w4 p FontFile=ui/font/方正黑体_GBK.ttf
9 H: {6 U9 o5 ]5 F% u FontSize=28
7 J" B3 I3 R/ u9 j3 |7 ^( H# M0 |7 t, F FontBold=1
G7 {& j X& K& J' t1 b' L7 r FontItalic=0" W* w/ l0 [- M) F% M
BackTexture=data\public\hitpointspanback.tga
* j, P8 b( r& J4 |% V) Q6 S" b BackBorderColorScale=0.300000# R! t% ^, f2 f: `3 X) K$ I. s* J
BackBorderColor=-1
+ j" A; {/ j8 |8 ^. c DefaultFont=黑体
* {6 y" s1 Z7 V [Loading]
( ]/ [1 F# k$ i8 N2 ^0 `, R background=UI\Loading\background.bmp1 `5 j1 L. I; t5 e4 h$ H, |; H
progress=UI\Loading\progress.bmp; ~4 K; w* f& f& g8 h+ }# R
sprite=UI\Loading\sprite.bmp
7 w% J% t! G3 m4 K" Z ProgressX=35
' F! k8 [" x2 h ProgressY=297
4 ]! M! P- p2 r, D0 r7 q1 ~8 R [MODLEEDITOR]
( v) S a1 k# _' T ModelEditorLODDistance=300.0000000 R" u6 g2 c* T. f3 i, A% x8 h
保存即可。) B) Q! B: ]* r" U3 i: r
备份原来的config.ini |
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