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上古卷轴5:天际“ARROW&KNEE MOD TEAM™”光影模组介绍与配置教学

2012-05-14 09:17:15     来源:游戏堡     编辑:yxbao     我要留言

上古卷轴5:天际》“ARROW&KNEE MOD TEAM™”光影模组介绍与配置教学

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. It's usually 7 / .3 to .4 / 3 to 4 for vanilla.

bloomRadiusMultiplierGlobal=1

bloomThresholdMultiplierGlobal=1

bloomScaleMultiplierGlobal=1

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

I'm 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. It's 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。)

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