xjm1995916
发表于 2015-9-2 14:11
303802412 发表于 2015-9-2 13:17 static/image/common/back.gif
对话过场很多字幕还是会模糊,加油........
已更新1.1版本
DTansen
发表于 2015-9-2 15:17
多么好的东西啊,可惜不知道为什么字母显示不出来
ljj622
发表于 2015-9-2 15:26
大赞精益求精的楼主!!!!!
恐惧贱人
发表于 2015-9-2 15:51
字体冲突删掉D3D9.DLL
xjm1995916
发表于 2015-9-2 16:09
mpfhxm1988 发表于 2015-9-2 11:08 static/image/common/back.gif
我想说 谢谢,但是我也是4.0 无法显示中字
http://down.gamersky.com/pc/201509/657574.shtml能帮我测试下原来核心的冲突吗
xjm1995916
发表于 2015-9-2 16:30
恐惧贱人 发表于 2015-9-2 15:51 static/image/common/back.gif
字体冲突删掉D3D9.DLL
能帮我测试下冲突问题吗链接:http://pan.baidu.com/s/1c00jdO8 密码:ret1
xjm1995916
发表于 2015-9-2 16:31
DTansen 发表于 2015-9-2 15:17 static/image/common/back.gif
多么好的东西啊,可惜不知道为什么字母显示不出来
链接:http://pan.baidu.com/s/1c00jdO8 密码:ret1能帮我测试下吗
hihi1234
发表于 2015-9-2 16:33
恐惧贱人 发表于 2015-9-2 15:51 static/image/common/back.gif
字体冲突删掉D3D9.DLL
....你洗了那个文件不就是等于没放画质补丁:L
hihi1234
发表于 2015-9-2 16:35
xjm1995916 发表于 2015-9-2 16:31 static/image/common/back.gif
链接:http://pan.baidu.com/s/1c00jdO8 密码:ret1能帮我测试下吗
我测试了...还是一样有冲突...真心觉得可能是显卡驱动版本?
版主用的是N卡哪个版本?
xjm1995916
发表于 2015-9-2 16:39
hihi1234 发表于 2015-9-2 16:35 static/image/common/back.gif
我测试了...还是一样有冲突...真心觉得可能是显卡驱动版本?
版主用的是N卡哪个版本?
355.82的版本
DTansen
发表于 2015-9-2 16:39
怎么快进入开场动画的时候报错了
小漫画匠--装装
发表于 2015-9-2 16:42
LZ 我觉得你的字体显示没问题 所以你无法知道我们显示不了字体的到底是什么问题!!!!LZ我下了你的新版试了一下 还是显示不出字体!!!
雪椰
发表于 2015-9-2 16:42
在下眼拙 没看出有什么区别......
xjm1995916
发表于 2015-9-2 16:43
hihi1234 发表于 2015-9-2 16:35 static/image/common/back.gif
我测试了...还是一样有冲突...真心觉得可能是显卡驱动版本?
版主用的是N卡哪个版本?
能不能麻烦你帮我测试下是不是以下某个参数开启后冲突,你试下把所有是1的改为0后是否冲突如果不冲突再依次开启#define USE_SPLITSCREEN 0 // Splitscreen: Disables all effects on the right half of the screen to show changes.#define USE_RAYMARCH_AO 1 // Raymarched AO: Another AO approach, non-physically correct but realistic shading algorithm. Noisy.
#define USE_CHAPMAN_LENS 0 // Chapman's lensflare: Simple lensflare shader with one big halo.
#define USE_FXAA 1 // FXAA: Detects aliased/jagged edges and slightly blurs them, using the FXAA technique.
#define USE_DEPTHBUFFER_OUTPUT 0 // Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
#define USE_TILTSHIFT 0 // Tilt Shift: Photographic effect which blurs the screen to simulate focus. Results in game world looking tiny when viewed from above.
#define USE_LUT 0 // Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
#define USE_LENSDIRT 0 // Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
#define USE_GAUSSIAN_ANAMFLARE 1 // Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define USE_BLOOM 1 // Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_SSAO 0 // SSAO: Enables Screen-Space Ambient Occlusion, a non-physically correct but realistic shading algorithm
#define USE_MAGIC_DOF 0 // Magic DOF: Enables intelligent hexagonal DOF shader which can create insane blur radii with almost no fps cost. Expect artifacts.
#define USE_PETKAGTADOF 1 // PetkaGtA DOF: Enables PetkaGtA's Depth of Field, originally of Blender.
#define USE_MATSODOF 0 // Matso DOF: Enables Matso's Depth of Field.
#define USE_GP65CJ042DOF 0 // gp65cj042 DOF: Enables Depth of Field shader, this version is originally by user gp65cj042, ME uses an optimized version by me (Marty McFly).
#define USE_EXPLOSION 0 // Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 // Cartoon : "Toon"s the image.
#define USE_SHARPENING 1 // Sharpen: Sharps the image but may increase aliasing
#define USE_LEVELS 0 // Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
#define USE_SWFX_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
#define USE_DPX 1 // Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. No control values.
#define USE_LIFTGAMMAGAIN 0 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP 0 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping).
#define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 0 // Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // Sepia : Sepia tones the image.
#define USE_SKYRIMTONEMAP 0 // Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD 0 // Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
#define USE_CROSSPROCESS 0 // Cross Processing: Simulates wrong chemistry in color processing.
#define USE_FILMICPASS 1 // Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARD 0 // Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR 0 // Reinhard: Reinhard mixed with some linear tonemapping.
#define USE_COLORMOD 0 // Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP 0 // Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD 0 // Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE 0 // Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_SINCITY 0 // Sin City: Effect from the movie "Sin City" - everything else than red is grey.
#define USE_GODRAYS 0 // Godrays: Adds some light rays rotating around screen center.
#define USE_ANAMFLARE 0 // Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
#define USE_CHROMATICABBERATION 0 // Chromatic Abberation & Lens Distord: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_LENZFLARE 0 // Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
#define USE_GRAIN 1 // Grain: Adds some image grain, looks like when a TV has no signal.
xjm1995916
发表于 2015-9-2 16:45
小漫画匠--装装 发表于 2015-9-2 16:42 static/image/common/back.gif
LZ 我觉得你的字体显示没问题 所以你无法知道我们显示不了字体的到底是什么问题!!!!LZ我下了你的新版试 ...
对啊 所以我没法测试为什么会产生冲突 所以在找人帮我测试 不过真的很难弄啊{:3_92:}
恐惧贱人
发表于 2015-9-2 16:46
hihi1234 发表于 2015-9-2 16:33 static/image/common/back.gif
....你洗了那个文件不就是等于没放画质补丁
删了画质补丁还是有用
ff空腹喝牛奶
发表于 2015-9-2 17:03
楼主,我是win7,测试版我用简体繁体测试都还是空白,
xjm1995916
发表于 2015-9-2 17:05
ff空腹喝牛奶 发表于 2015-9-2 17:03 static/image/common/back.gif
楼主,我是win7,测试版我用简体繁体测试都还是空白,
打开ReShade.fx依次修改以下参数的1值为0帮我测试下是不是哪个参数的问题 谢谢
{:3_113:}
#define USE_RAYMARCH_AO 1 // Raymarched AO: Another AO approach, non-physically correct but realistic shading algorithm. Noisy.
#define USE_FXAA 1 // FXAA: Detects aliased/jagged edges and slightly blurs them, using the FXAA technique.
#define USE_GAUSSIAN_ANAMFLARE 1 // Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define USE_BLOOM 1 // Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a
DOF: Enables intelligent hexagonal DOF shader which can create insane blur radii with almost no fps cost. Expect artifacts.
#define USE_PETKAGTADOF 1 // PetkaGtA DOF: Enables PetkaGtA's Depth of Field, originally of Blender.
sing
#define USE_DPX 1 // Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_FILMICPASS 1 // Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_GRAIN 1 // Grain: Adds some image grain, looks like when a TV has no signal.
jiange142536
发表于 2015-9-2 17:31
我把ReShade.fx这个文件删了还是有空白,隔壁的汉化没空白,但那质量。。
ff空腹喝牛奶
发表于 2015-9-2 17:35
下的标准版,挨个都变0试了下,不论简中繁中都是空白,不过我使用记事本打开修改的,不知道是不是打开方式不对。不过换隔壁的就有字。
yulala
发表于 2015-9-2 17:36
多谢分享!!!
ff空腹喝牛奶
发表于 2015-9-2 17:41
照楼上所说,把ReShade.fx删了确实也没有字,应该不是这个问题- -。在下是学外语的,对程序一窍不通{:3_99:},心有余而力不足啊- -{:3_107:}
xjm1995916
发表于 2015-9-2 17:43
ff空腹喝牛奶 发表于 2015-9-2 17:41 static/image/common/back.gif
照楼上所说,把ReShade.fx删了确实也没有字,应该不是这个问题- -。在下是学外语的,对程序一窍不通{:3_99: ...
谢谢了 暂时没有办法解决了 抱歉{:3_113:}
hihi1234
发表于 2015-9-2 17:48
xjm1995916 发表于 2015-9-2 16:43 static/image/common/back.gif
能不能麻烦你帮我测试下是不是以下某个参数开启后冲突,你试下把所有是1的改为0后是否冲突如果不冲突再依 ...
已经试过了,
现在就是这可能性了,弄这个补丁的大大是win10的所以没考虑到win7的兼容性, 得修改d3d9.dll的才能兼容win7
3DM-GAME.
发表于 2015-9-2 17:52
开始菜单画面太亮了,能改吗?
xjm1995916
发表于 2015-9-2 17:55
3DM-GAME. 发表于 2015-9-2 17:52 static/image/common/back.gif
开始菜单画面太亮了,能改吗?
有减暗版 不过如果游戏内合适菜单的就难改了
a86054950
发表于 2015-9-2 17:56
弟弟顶顶顶顶顶
≧渝彬≦
发表于 2015-9-2 18:00
這個畫質測試補丁,跟繁體漢化4.0衝突。
遊戲對話框的字會全部消失。
論壇這兩個畫質補丁都跟漢化沒衝突
SweetFX画质补丁,兼容汉化.【无心】出品.鲜艳清新亮丽,三重抗锯齿任你选.几乎不降帧哦!
SweetFX画质补丁=抗锯齿(去狗牙)+对比(去白光)+相容于3DM汉化(2.0版)
你可以跟以上補丁作者請教一下相互交流。
問題也許就解決了。
十二周目
发表于 2015-9-2 18:00
可能是系统不同吧,消逝的光芒是第一个遇到这种问题的游戏
qqq5608908
发表于 2015-9-2 18:16
LZ你真的是非常牛