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《上古卷轴5》MOD光影模组介绍与配置教学

2012-05-14 03:12:41 角色扮演RPG 人气值:加载中...

GLOBALMULTIPLIERS (with example information)

These areglobal multipliers - they multiply the value, and affect it globally.

Eye AdaptSpeed is how fast the eye adjusts to new lighting conditions. RL sets to ~20 or 40.

eyeAdaptSpeedMultiplierGlobal=1

Bloomvariables govern the fuzzy lighting effects produced on objects.

Bloom is setto 0 in RL, so multipliers have no effect. Its usually 7 / .3 to .4 / 3 to 4 for vanilla.

bloomRadiusMultiplierGlobal=1

bloomThresholdMultiplierGlobal=1

bloomScaleMultiplierGlobal=1

Target Lumscan have a dramatic effect on brightness. In RL, they are usually 5 / .5. In vanilla,they are usually 1 / 1 or something close.

Im not sureof the exact definition of these variables, so experiment with them as youwill.

With respectto RL values, lowering target lum 2 will increase the brightness, whileincreasing it will lower the brightness.

The effect oftarget lum 1 is usually affected by the value of lum 2.

targetLum1MultiplierGlobal=1

targetLum2MultiplierGlobal=1

Sunlight andSky scales are not HDR, but are in here in the game parameters. Its not a direct sunlight,

but itaffects how bright shadows and anything hit by the sun are. Sky scale IS directly the brightness of thesky.

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。)

(注意:以上所有数值的意思为基于原游戏默认光的多少多少倍,一般都是按1点几,1点几几,或者零点几几来设置,你不怕蛋疼,输个10进去看看,吓死你,会不会烧显卡?真心不知道。

下面讲第二项NIGHTTIME MODIFIERS。

NIGHTTIME MODIFIERS和上面的NIGHTTIME MULTIPLIERS有什么区别呢?

NIGHTTIMEMODIFIERS

These arenighttime modifiers - they are added on (or subtracted) after themultiplication is done, and only affect the nighttime.(鸟语好的人已经知道了,这个模块更改的数据的意思就是:在上面NIGHTTIME MULTIPLIERS的基础上增加或者减少数值,正数为加,负数为减,如果上面已经设置到位了,这里没必要去动了,全为0就好。下面的所有什么白天啊,室内啊,都和夜晚一样,分成MULTIPLIERS和MODIFIERS两块。)

Refer to theGlobal Multipliers section for definitions on each variable.

eyeAdaptSpeedModNight=0

bloomRadiusModNight=0

bloomThresholdModNight=0

bloomScaleModNight=0

targetLum1ModNight=0

targetLum2ModNight=0

sunlightScaleModNight=0

skyScaleModNight=0

eyeAdaptStrengthModNight=0

saturationModNight=0

brightnessModNight=0

contrastModNight=0

redModNight=0

greenModNight=0

blueModNight=0

alphaModNight=0

DOFStrengthModNight=0

DOFDistanceModNight=0

DOFRangeModNight=0

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