- 鐵幣
- 170 元
- 文章
- 736 篇
- 聲望
- 0 枚
- 上次登入
- 12-12-26
- 精華
- 0
- 註冊時間
- 03-6-7
- UID
- 11934
|
《上古卷軸5》mod光影模組介紹與配備教學
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
(以上是全球整體配備,沒有必要去改。)
(從這裡開始講,NIGHTTIME MULTIPLIERS意思為夜晚增效器,它決定的是夜晚光影的基礎刻度是原遊戲的多少倍,一般玩家改MULTIPLIERS下面的配備就好)
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(眼睛移動適應速度,保持1就好。)
bloomRadiusMultiplierNight=1(靜態高光反射半徑,有特殊愛好可以改試試。)
bloomThresholdMultiplierNight=1(靜態高光極限,有特殊愛好可以改試試。)
bloomScaleMultiplierNight=1(靜態高光等級,有特殊愛好可以改試試。)
targetLum1MultiplierNight=1(猴子不騙人,這貨真搞不清楚是做什麼用的)
targetLum2MultiplierNight=1(猴子不騙人,這貨真搞不清楚是做什麼用的)
sunlightScaleMultiplierNight=1.1(陽光等級,增大可以使夜晚的自然光更亮,我改成1.2)
skyScaleMultiplierNight=1.1(天空亮度等級,我也改成了1.2)
eyeAdaptStrengthMultiplierNight=1(應該是可視度,我沒改,1已經很真實)
saturationMultiplierNight=1(色彩飽和度,簡單的說,就是顏色的濃度,會PHOTOSHOP的地球人都知道有什麼用,可以改改試試玩,我沒改.)
brightnessMultiplierNight=0.15(亮度,這項很關鍵,嫌晚上太暗的直接調這個就好,我直接調成了1.2,別調太高,要不就不真實了)
contrastMultiplierNight=1(對比度,別問我什麼是對比度,調你的顯示器去你就知道了。)
redMultiplierNight=1(紅色)
greenMultiplierNight=1(綠色)
blueMultiplierNight=1.1(藍色,這三個可以配備畫面的色調,通過這三色組合能把畫面改成你喜歡的色調,這裡1.1的意思是把原遊戲預設的藍色調變成1.1倍,使畫面變成藍藍的陰深深的感覺.怕怕,有鬼喲,小心……)
alphaMultiplierNight=1(阿爾法通道,地球人都知道,影響所有基於它的光效果,變成0的話,所有基於阿爾法通道的效果都會失效,例如透明,所以別去動)
DOFStrengthMultiplierNight=1(景深效果濃度)
DOFDistanceMultiplierNight=1(景深距離)
DOFRangeMultiplierNight=1(景深範圍)(景深是什麼,很多大大的美化教學都有,更改這三項,可以實現景深,但不推薦在這裡改,因為下面會講到別一個MOD,改景深什麼的更好,畢竟在這裡設置,要進去遊戲才能看到效果,遠沒有在遊戲裡調方便。)
(注意:以上所有數值的意思為基於原遊戲預設光的多少多少倍,一般都是按1點幾,1點幾幾,或者零點幾幾來設置,你不怕無趣,輸個10進去看看,嚇死你,會不會燒顯示卡?真心不知道。
下面講第二項NIGHTTIME MODIFIERS。
NIGHTTIME MODIFIERS和上面的NIGHTTIME MULTIPLIERS有什麼區別呢?
NIGHTTIMEMODIFIERS
These arenighttime modifiers - they are added on (or subtracted) after themultiplication is done, and only affect the nighttime.(鳥語好的人已經知道了,這個模組更改的數據的意思就是:在上面NIGHTTIME MULTIPLIERS的基礎上增加或者減少數值,正數為加,負數為減,如果上面已經設置到位了,這裡沒必要去動了,全為0就好。下面的所有什麼白天啊,室內啊,都和夜晚一樣,分成MULTIPLIERS和MODIFIERS兩塊。)
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 |
|