2012-05-15 18:29

新浪游戏 > 单机游戏 > 《上古卷轴5:天际》中文专题站 > 游戏攻略 已有_COUNT_条评论

《上古卷轴5》mod光影模组介绍与配置教学(2)

  If you findthe snow too blinding in daytime, the sunlight scale can lower the blindingeffect of it。

  sunlightScaleMultiplierGlobal=1

  skyScaleMultiplierGlobal=1

  Eye adaptstrength is how strong the eye adaption is. RL is ~10-20.

  eyeAdaptStrengthMultiplierGlobal=1

  These are thecinematic parameters - brightness is around .25 to .5 for interiors in RL, around1 for vanilla。

  Saturation isat 1.8 for RL, all over the place in vanilla. Contrast, same - standardized to near 1.0 in RL。

  Saturationincreases the colors -> oversaturation is overcolorful, cartoonish,undersaturated is greyscale-esque。

  saturationMultiplierGlobal=1

  Brightnessdirectly controls the brightness of the scene, along with the Target Lum 1 andTarget Lum 2 variables。

  brightnessMultiplierGlobal=1

  Contrast isthe depth, the sharpness, of the difference in colors。

  contrastMultiplierGlobal=1

  These are thetinting settings - in RWX format, so RGB but on a 0 to 1.0 scale, floatingpoint。

  The defaultvalues are similar for RL and vanilla, but range all over depending on the typeof area。

  Keep changessmall - small changes will make a drastic difference。

  Changes willbasically tint the entire game - if you multiply red, everything will have areddish tinge to it (or be entirely red)。

  redMultiplierGlobal=1

  greenMultiplierGlobal=1

  blueMultiplierGlobal=1

  alphaMultiplierGlobal=1

  These areDepth of Field multipliers. I recommendonly changing globals。

  DOFStrengthMultiplierGlobal=1

  DOFDistanceMultiplierGlobal=1

  DOFRangeMultiplierGlobal=1

  GLOBALMODIFIERS

  These areglobal modifiers - they are added on (or subtracted) after the multiplicationis done。

  Refer to theGlobal Multipliers section for definitions on each variable。

  eyeAdaptSpeedModGlobal=50

  bloomRadiusModGlobal=0

  bloomThresholdModGlobal=0

  bloomScaleModGlobal=0

  targetLum1ModGlobal=0

  targetLum2ModGlobal=0

  sunlightScaleModGlobal=0

  skyScaleModGlobal=0

  eyeAdaptStrengthModGlobal=0

  saturationModGlobal=0.4

  brightnessModGlobal=0

  contrastModGlobal=0

  redModGlobal=0

  greenModGlobal=0

  blueModGlobal=0

  alphaModGlobal=0

  DOFStrengthModGlobal=0

  DOFDistanceModGlobal=0

  DOFRangeModGlobal=0

  (以上是全球整体配置,没有必要去改。)

  (从这里开始讲,NIGHTTIME MULTIPLIERS意思为夜晚增效器,它决定的是夜晚光影的基础刻度是原游戏的多少倍,一般玩家改MULTIPLIERS下面的配置就好)

  NIGHTTIMEMULTIPLIERS

  These arenighttime multipliers - they multiply the value, and affect it only during thenighttime。

  Refer to theGlobal Multipliers section for definitions on each variable。

  eyeAdaptSpeedMultiplierNight=1(眼睛移动适应速度,保持1就好。)

  bloomRadiusMultiplierNight=1(静态高光反射半径,有特殊爱好可以改试试。)

  bloomThresholdMultiplierNight=1(静态高光极限,有特殊爱好可以改试试。)

  bloomScaleMultiplierNight=1(静态高光等级,有特殊爱好可以改试试。)

  targetLum1MultiplierNight=1(猴子不骗人,这货真搞不清楚是做什么用的)

  targetLum2MultiplierNight=1(猴子不骗人,这货真搞不清楚是做什么用的)

  sunlightScaleMultiplierNight=1.1(阳光等级,增大可以使夜晚的自然光更亮,我改成1.2)

  skyScaleMultiplierNight=1.1(天空亮度等级,我也改成了1.2)

  eyeAdaptStrengthMultiplierNight=1(应该是可视度,我没改,1已经很真实)

  saturationMultiplierNight=1(色彩饱和度,简单的说,就是颜色的浓度,会PHOTOSHOP的地球人都知道有什么用,可以改改试试玩,我没改。)

  brightnessMultiplierNight=0.15(亮度,这项很关键,嫌晚上太暗的直接调这个就好,我直接调成了1.2,别调太高,要不就不真实了)

  contrastMultiplierNight=1(对比度,别问我什么是对比度,调你的显示器去你就知道了。)

  redMultiplierNight=1(红色)

  greenMultiplierNight=1(绿色)

  blueMultiplierNight=1.1(蓝色,这三个可以配置画面的色调,通过这三色组合能把画面改成你喜欢的色调,这里1.1的意思是把原游戏默认的蓝色调变成1.1倍,使画面变成蓝蓝的阴深深的感觉。怕怕,有鬼哟,小心……)

  alphaMultiplierNight=1(阿尔法通道,地球人都知道,影响所有基于它的光效果,变成0的话,所有基于阿尔法通道的效果都会失效,例如透明,所以别去动)

  DOFStrengthMultiplierNight=1(景深效果浓度)

  DOFDistanceMultiplierNight=1(景深距离)

  DOFRangeMultiplierNight=1(景深范围)(景深是什么,很多大大的美化教程都有,更改这三项,可以实现景深,但不推荐在这里改,因为下面会讲到别一个MOD,改景深什么的更好,毕竟在这里设置,要进去游戏才能看到效果,远没有在游戏里调方便。)

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