《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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