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https://w.atwiki.jp/is01rebuild/pages/93.html
デフォルト config からの変更 SDカードが認識している際にサイズの大きな APP をインストールすると、暗号化部分ではねられエラーとなる。 google検索結果 http //odroid.foros-phpbb.com/t534-cannot-install-some-apps-device-mapper-missing-from-kernel fi01さんの2chでの情報 【ROM焼き】au IS01 root4 ~穴は塞がれた。だが~ 334 fi01 ◆w.f0Q9VCUk 2011/02/15(火) 17 36 04 ID +ZuucmDA SDカードがマウント出来るようになってからAngryBirdsが インストール出来なくなっていたが、SDカードへ インストールしようとして失敗していた模様。 カーネルにdevice-mapperとtwofish暗号の追加で解決した。 コンフィグの差分は下記の通り。 CONFIG_MD=y CONFIG_BLK_DEV_DM=y CONFIG_DM_DEBUG=y CONFIG_DM_CRYPT=y CONFIG_DM_SNAPSHOT=y CONFIG_DM_MIRROR=y CONFIG_DM_ZERO=y CONFIG_DM_MULTIPATH=y CONFIG_DM_DELAY=y CONFIG_DM_UEVENT=y CONFIG_CRYPTO_CBC=y CONFIG_CRYPTO_TWOFISH=y CONFIG_CRYPTO_TWOFISH_COMMON=y kernel v2.6.29 デフォルトの場合の対応法(BB9で確認) kernel ディレクトリにて $ make ARCH=arm CROSS_COMPILE=../froyo_orig/prebuilt/linux-x86/toolchain/arm-eabi-4.2.1/bin/arm-eabi- menuconfig した場合の設定ツリー。(クロスコンパイラの位置は各自の環境に合わせて下さい。) Device Drivers --- [*] Multiple devices driver support (RAID and LVM) --- --- Multiple devices driver support (RAID and LVM) RAID support * Device mapper support [ ] Device mapper debugging support * Crypt target support Snapshot target Mirror target Zero target Multipath target I/O delaying target (EXPERIMENTAL) [*] DM uevents (EXPERIMENTAL) -*- Cryptographic API --- * Twofish cipher algorithm 以上で変更した結果、.config は次の物が追加で有効になる。 CONFIG_MD=y CONFIG_BLK_DEV_DM=y CONFIG_DM_CRYPT=y CONFIG_DM_UEVENT=y CONFIG_CRYPTO_CBC=y CONFIG_CRYPTO_TWOFISH=y CONFIG_CRYPTO_TWOFISH_COMMON=y 以上で、microSDを認識させている際に、インストール出来なかったアプリがインストール可能になった。 TIPS .configの差分を取る # cp .config config_orig などして、デフォルトを保存しておく。 menuconfig で save したあと、 # diff -ubB config_orig .config | grep -e ^+ 等とすると、追加部分だけ出てくる。 | grep -e ^+ は無くてもよい。(単に追加部分だけ抜き出したかったため) コメント 名前 コメント すべてのコメントを見る (2011/09/25 14 01 公開)
https://w.atwiki.jp/spacecowboy/pages/191.html
●Bombing exerciser Lv3 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (画像求む.jpg) ドロップアイテム Stdウェポン: Advウェポン: エンジン: CPU: レーダー: その他:
https://w.atwiki.jp/takumi-memo/pages/42.html
Overview This tutorial describes how to define a plugin which has a pluggable service, exposed as a component, where plugins are comprised of a custom plugin module type. This covers several items * Defining a Module Type * Defining a Service that allows implementations of the Module Type to be listed * Implement an instance of the Module Type The example we are implementing is a reporting service that provides a way for other plugins to provide reports to be viewed through a single interface. Required Knowledge To complete this tutorial, you must already understand the basics of Java development classes, interfaces, methods, how to use the compiler, and so on. You should also understand * How to create an Atlassian Confluence plugin project using the Atlassian Plugin SDK. * How to compile and install your project within Confluence. As this is an advanced plugin tutorial we will only highlight or discuss the important parts of the implementation. You should also review the source code for the two example plugins while reading this tutorial. Plugin Components This tutorial contains two components * Reporting Service (confluence-reporting-service) - which defines a custom report-descriptor plugin module and displays reports * System Information Report (system-config-report) - which implements the report-descriptor plugin module to display a simple report about the Confluence system Report Service Plugin The Report Service Plugin contains an user interface for viewing the registered reporters and for triggering reports. It also contains the new plugin module type that report implementing plugins can use to identify their reports. New Module Type We are defining a new module type called report in this plugin which allows other plugins specify reports that they are able to produce. A report consists of several properties, used to identify each report, and a method which causes the report to be generated and the results returned. Each plugin that wishes to generate reports must implement the following Report interface for each report they wish to export ? public interface Report { public String generateReport(); public String getName(); public String getDescription(); public String getKey(); } At this point it is possible to consider an alternative solution to the one we demonstrate here rather than define a custom module type other plugins could explicitly and programmatically publish their Report types in a similar manner to the Observer Pattern design pattern. The difference between these approaches will be commented on at the end of the turorial. In order that plugins can expose their Report types we define a new XML element to be used in the atlassian-plugin.xml, this is achieved by extending the AbstractModuleDescriptor ? public final class ReportDescriptor extends AbstractModuleDescriptor Report { public Report getModule() { return ((AutowireCapablePlugin) getPlugin()).autowire(getModuleClass()); } } and adding the new module type to the atlassian-plugin.xml so that other plugins can use the report element ? module-type key="report" class="com.adaptavist.tutorials.reportingexample.core.ReportDescriptor" name="Report Module Descriptor" description Module Descriptor for report module type. /description /module-type Report Service So that this plugin and others can query and/or generate the defined reports we implement a simple service component, ReportService, which is exposed publicly in the plugin xml file ? component key="report-service" class="com.adaptavist.tutorials.reportingexample.core.DefaultReportService" name="Report Service" public="true" interface com.adaptavist.tutorials.reportingexample.core.ReportService /interface /component The DefaultReportService implementation of the ReportService interface uses the PluginAccessor to access all the report plugin modules ? public List Report getAllReports() { List ReportDescriptor reportDescriptors = pluginAccessor.getEnabledModuleDescriptorsByClass(ReportDescriptor.class); List Report reportTypes = new ArrayList Report (reportDescriptors.size()); for(ReportDescriptor descriptor reportDescriptors) { reportTypes.add(descriptor.getModule()); } return reportTypes; } this means that at each invocation the list of available plugins is rebuilt, a type of dynamic lookup which is in part what allows this plugin to be "pluggable". Report Web Interface The admin report interface is created using a standard web work action, and web-ui module to provide a link in the Confluence admin console. If you have created a plugin with a custom action previously there should be nothing unfamiliar in the setup, if not then there are several tutorials which will easily guide you through this process. The UI performs two basic tasks it displays all the available reports, and displays the output of any one report. In both cases the Action simply invokes a method on the ReportService to find the appropriate Report(s). Because the actions are given a path underneath /admin default Confluence interceptors ensure that only admin users have access to the reports. Build and install Once these three components have been set up, you should be able to build and install the plugin in Confluence. When you access the report menu, either via the plugin configure link or the link on the admin sidebar, no reports will be listed as there are no plugins that have a report module installed yet. System Reporting Plugin * Implements the Report and returns the system information (similar as to Confluence Admin System Info page) formatted as a simple (undecorated) HTML page. pom.xml setup As we are going to extend the Report interface provided in the Report Service plugin we will need to add it as a dependency to our maven project file. Before you can do this we need to install the service plugin into our local maven repository. From where the service plugin is checked out type ? mvn install or (if using the plugin sdk) ? atlas-mvn install to install into your local repository. This will need to be repeated anytime there is an update to the report service plugin. Now we can add the dependency to our pom.xml for the system reporting plugin ? dependency groupId com.adaptavist.tutorials.reportingexample /groupId artifactId confluence-reporting-service /artifactId version 1.0-SNAPSHOT /version scope provided /scope /dependency Creating the Report To create a new custom report we need to create a class that implements the Report interface. Our example report SystemInformationReport provides simple information about the Confluence system it is installed on. ? public String generateReport() { return "Global Spaces " + systemInformationService.getUsageInfo().getGlobalSpaces() + " br/ Pages " + systemInformationService.getUsageInfo().getCurrentContent(); } Once the report is implemented we need to add it to our atlassian-plugin.xml config. We use the new report module to define our report ? report key="systeminfo-report-descriptor" name="System Information Report" class="com.adaptavist.tutorial.reporting.example.SystemInformationReport" / Build and Install into Confluence Because the system information report plugin depends on the module defined in the reporting service plugin it must be installed into Confluence first. During development we have found that updating the plugin that defines a new modules type (e.g. confluence-reporting-service) won t re-register all the implementing modules. Uninstalling and reinstalling the implementing modules will normally fix it, or a full system restart. This does slow down development somewhat. Conclusion While this example is kept very simple it is possible to see how it could be extended in to an advanced reporting framework where plugins could export reports covering usage, configuration, or be able to output in different formats (XML, PDF, Word) or collate several reports in to one. Alternatively this mechanism of providing a easily extensible plugin can be applied to other situations. As mentioned earlier in the tutorial this is not the only possible solution to the problem; the DefaultReportService performs a dynamic lookup each time all or one of the Report instances must be fetched which as the number of installed plugins grows, or the number of defined reports, increases in overhead. Implementing the Observer pattern may also help alleviate this, but that is out of scope for this tutorial.
https://w.atwiki.jp/elvis/pages/1778.html
Nature's Pharmacy Deck History and Uses of 50 Healing Plants from the New York Botanical Garden Chronicle BooksNew York Botanical GardenChronicle Books Wild Flowers of the United States Southwestern States (3 Parts) New York Botanical Garden Pr Dept?Harold W. Rickett? Northwestern States (Wild Flowers of the United States, 2 Parts, Volume 5) New York Botanical Garden Pr Dept?Harold W. Rickett? Wild Flowers of the United States The Southeastern States, Volume 2, Part One and Part Two New York Botanical Garden Pr Dept?Harold William Rickett? A Treasury of Flowers Rare Illustrations from the Collection of the New York Botanical Garden Bulfinch Pr?Frank J. Anderson? New York Botanical Garden Illustrated Encyclopedia of Horticulture Routledge?Thomas H. Everett? The New York Botanical Garden Illustrated Encyclopedia of Horticulture Taylor & Francis?Thomas H. Everett? The New York Botanical Garden Illustrated Encyclopedia of Horticulture Routledge?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia Routledge?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia Taylor & Francis?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia of Horticulture (Encyclopedia of Horticulture) Routledge?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia Taylor & Francis?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia of Horticulture (Encyclopedia of Horticulture) Routledge?Thomas H. Everett? New York Botanical Garden Illustrated Encyclopedia of Horticulture Routledge?Thomas H. Everett? The New York Botanical Garden Illustrated Encyclopedia of Horticulture (Encyclopedia of Horticulture) Routledge?Thomas H. Everett? The Systematics of the Legume Genus Harpalyce (LeguminosaeãLotoideae)/a Monograph of the Genus Hamelia (Rubiaceae New York Botanical Garden Pr Dept?Mary T. Kalin Arroyo?Thomas S. Elias? Daleae Imagines, an Illustrated Revision of Erazurizia, Psorothamnus, Marina, and Dalea New York Botanical Garden Pr Dept?R. C. Barneby? A Revision of the Genus Hackelia (Boraginaceae) in North America, North of Mexico New York Botanical Garden Pr Dept?J. L. Gentry?R. L. Carr? A Revision of the Fungi Formerly Classified As Nectria Subgenus Hyphonectria New York Botanical Garden Pr Dept?Gary J. Samuels? Native Orchids of the United States and Canada New York Botanical Garden Pr Dept?Carlyle A. Luer? Saxifragaceae, Hydrangeaceae/Cunoniaceae, Iteaceae, Hamamelidaceae/Pterostemonaceae/Altingiaceae/Phyllonomaceae (North American Flora, Volume 22, Part 2) New York Botanical Garden Pr Dept?J. K. Small?P. A. Rydberg?Nathaniel Lord Britton?P. Wilson?H. H. Rusby? North American Flora Agaricales Polyporaceae (pars) New York Botanical Garden Pr Dept?William Alphonso Murrill? Monographic Studies in Cassia (LeguminosaeãCaesalpinioideae) (Memoirs of the New York Botanical Garden, Vol 12, No. 1) New York Botanical Garden Pr Dept?Howard S. Irwin? The Polypodiaceae Subfamily Asplenioideae in Venezuela Contributions to the Botany of Guiana/New and Interesting Connaraceae from South America/a Note New York Botanical Garden Pr Dept?C. V. Morton?David B. Lellinger?B. Maguire?Ghillean T. Prance?T. Koyama? Memoirs of The New York Botanical Garden New York Botanical Garden Pr Dept?Oswaldo Fidalgo?M. E. P. K. Fidalgo?Maria Eneyda Pacheco?Kauffmann Fidalgo? Unpublished Exsiccatae I. Collectors New York Botanical Garden Pr Dept? A Revision of the American Species of Eriosema (LeguminosaeãLotoideae (Memoirs of the New York Botanical Garden, Vol 20, No. 3) New York Botanical Garden Pr Dept?J. W. Grear? A Biosystematic Study of North American Thlaspi Montanum and Its Allies/Novitates Antillanae IV New York Botanical Garden Pr Dept?P. K. Holmgren?Alain H. Liogier? Conspectus of the Genera of Polytrichaceae (Memoirs of the New York Botanical Garden, Volume 21, Number 3) New York Botanical Garden Pr Dept?G. L. Smith? A Taxonomic Revision of the Castilleja Viscidula Group New York Botanical Garden Pr Dept?Noel H. Holmgren? Sclerotiniaceae Lambertella New York Botanical Garden Pr Dept?K. P. Dumont? Uredinales, Aecidiaceae ,Continuation, Gymnosporangium New York Botanical Garden Pr Dept?Jett C. Arthur?F. D. Kern? Uredinales, Aecidiaceae, Continuation ,Dicaeoma on Poaceae New York Botanical Garden Pr Dept?Jett C. Arthur?F. D. Fromme? Uredinales, Aecidiaceae, Continuation /Dicaeoma on Poaceae, Continuation Dicaeoma on Carex New York Botanical Garden Pr Dept?Jett C. Arthur?F. D. Fromme?F. D. Kern? Uredinales, Aecidiaceae, Continuation ,Micropuccinia Conclusion New York Botanical Garden Pr Dept?Jett C. Arthur?H. S. Jackson? Advances in Cladistics, Proceedings of the First Meeting of the Wil Li Hennig Society New York Botanical Garden Pr Dept?V. A. Funk? Agaricales, Agaricaceae, Pars, Hypnodendrum Cortinarius New York Botanical Garden Pr Dept?L O. Overholts?Charles H. Kaufman? Ophioglossales - Filicales, Ophioglossaceae/Marattiaceae/Osmundaceae, Ceratopteridaceae/Schizaeaceae, Gleicheniaceae, Cyatheaceae (Pars New York Botanical Garden Pr Dept?L. M. Underwood?R. C. Benedict?W. R. Maxon? Plants Collected by the Vernay Nyasaland Expedition of 1946 Continuation Angiospermae New York Botanical Garden Pr Dept?J. P. M. Brenan? Grossulariaceae/Platanaceae/Crossosomataceae/Connaraceae/Calycanthaceae/Rosaceae (Pars) (North American Flora, Volume 22, Part 3) New York Botanical Garden Pr Dept?F. V. Coville?Nathaniel Lord Britton?Henry A. Gleason?J. K. Small?C. L. Pollard?P. A. Rydberg? Compositae (North American Flora Series, II; Pt.10) New York Botanical Garden Pr Dept?Arthur Cronquist? Balanophoraceae New York Botanical Garden Pr Dept?B. Hansen? Extinction Is Forever Threatened and Endangered Species of Plants in the Americas and Their Significance in Ecosystems Today and in the Future Pro New York Botanical Garden Pr Dept?Drance? Taxonomy of Amauroderma New York Botanical Garden Pr Dept?Joao S. Furtado? Pucciniosireae Uredinales, Pucciniaceae (Flora Neotropica Monograph No 24) New York Botanical Garden Pr Dept?P. Buritica? Contributions Toward a Classification of Rhododendron Proceedings of Conference Held May 15-17, 1978, New York Botanical Gardens New York Botanical Garden Pr Dept?International Rhododendron Conference? Rare Plant Conservation Geographical Data Organization New York Botanical Garden Pr Dept?Morse? The Botany of the Guayana Highland New York Botanical Garden Pr Dept?Bassett Maguire? Taxonomy of Amauroderma (Basidiomycetes, Polyporaceae (Memoirrs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Joao S. Furtado? Memoirs of the New York Botanical Garden The Botany of the Guayana Highland Part 2 New York Botanical Garden Pr Dept? The American Cassiinae A Synoptical Revision of Leguminosae Tribe Cassieae Subtribe Cassiinae in the New World New York Botanical Garden Pr Dept?Howard S. Irwin? Carlowrightia (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?Thomas F. Daniel? Flora Neotropica Sarcosomataceae Number Thirty-Seven (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?John W. Paden? The Systematics of Rhynchospora Section Dichromena (Memoirs of the New York Botanical Garden, Vol 37) New York Botanical Garden Pr Dept?William W. Thomas? Olacaceae (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?Hermann Otto Sleumer? Intermountain Flora Vascular Plants of the Intermountain West, U.S.A., Geological and Botanical History of the Region, Its Plant Geography and a Gl New York Botanical Garden Pr Dept?Arthur Cronquist? Gleasonia, Henriquezia, and Platycarpum (Flora Neotropics, Monograph No 39) New York Botanical Garden Pr Dept?George King Rogers? Hepaticae of the Amazon and the Andes of Peru and Ecuador (Contributions from the New York Botanical Garden, Vol 15) New York Botanical Garden Pr Dept?Richard Spruce? Brunelliaceae New York Botanical Garden Pr Dept?Jose Cuatrecasas? Moraceae Olmedieae and Brosimeae New York Botanical Garden Pr Dept?C. C. Berg? Brunelliaceae (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?Jose Cuatrecasas?V. A. Funk? Wild Flowers of the United States The Northeastern States (Wild Flowers of the United States) New York Botanical Garden Pr Dept?Harold W. Rickett? Southeastern States (Wild Flowers of the United States, 2 Parts, Volume 2) New York Botanical Garden Pr Dept?Harold W. Rickett? Southwestern States (Wild Flowers of the United States, 3 Parts, Volume 4) New York Botanical Garden Pr Dept?Harold W. Rickett? Northwestern States New York Botanical Garden Pr Dept?Harold W. Rickett? Central Mountain and Plains States (Wild Flowers of the United States, 3 Parts Ser Vol 6) New York Botanical Garden Pr Dept?Harold W. Rickett? Chrysobalanaceae New York Botanical Garden Pr Dept?Ghillean T. Prance? Dichapetalaceae and Rhabdodendraceae New York Botanical Garden Pr Dept?Ghillean T. Prance? Flora Neotropica Caryocaraceae No. 12 (Monograph No 12) New York Botanical Garden Pr Dept?Ghillean T. Prance? The Life and Botanical Accomplishments of Boris Alexander Krukoff (Advances in Economic Botany) New York Botanical Garden Pr Dept?Leslie R. Landrum? Pereskia Cactaceae (Memoirs of the New York Botanical Garden, Vol 41) New York Botanical Garden Pr Dept?Beat Ernst Leuenberger? Systematics and Economic Botany of the Oenocarpus--Jessenia Palmae Complex (Advances in Economic Botany) New York Botanical Garden Pr Dept?Michael J. Balick? Ethnobotany of the Chacobo Indians, Beni, Bolivia (Advances in Economic Botany, Vol 4) New York Botanical Garden Pr Dept?Brian M. Boom? Brazilian Palms Notes on Their Uses and Vernacular Names, Compiled and Translated from Pio Correas Dicionario Das Plantas Uteis Do Brasil E Das Exot New York Botanical Garden Pr Dept?Claudio Urbano B. Pinheiro?Michael Balick? Neotropical Montane Forests Biodiversity and Conservation. Abstracts from a Symposium at the New York Botanical Garden, June 21-26, 1993 (Aau Reports, 31) Dept. of Systematic Botany Aarus University?Henrik Balslev?NEOTROPICAL MONTANE FOREST BIODIVERSITY? Pteridophyte Flora of Oaxaca, Mexico (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?John T. Mickel?Joseph M. Beitel? Swidden-Fallow Agroforestry in the Peruvian Amazon (Advances in Economic Botany) New York Botanical Garden Pr Dept?Christine Padoch?William M. Denevan? The Palm-Tree of Life Biology, Utilization and Conservation /Advances in Economic Botany Ser. New York Botanical Garden Pr Dept?Michael J. Balick? Bryostephane Steereana A Collection of Bryological Papers Presented to William Campbell Steere on the Occasion of His 80th Birthday (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?William R. Buck? Systematic Studies in the Melastomataceae Bellucia, Loreya, and Macairea (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Susanne Renner? Chloranthaceae Hedyosmum New York Botanical Garden Pr Dept?C. A. Todzia? Taxonomy of Polygonum Section Echinocaulon (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Chong-Wook Park? Fungicolous, Lichenicolous Myxomyceticolous Species of Hypocreopsis, Nectriopsis, Nectria, Peristomialis Trichonectria (Memoirs Ser No 48) New York Botanical Garden Pr Dept?Gary J. Samuels? The Botany of the Guayana Highland (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Bassett Maguire? The Evolution and Classification of Flowering Plants New York Botanical Garden Pr Dept?Arthur Cronquist? Floristic Inventory of Tropical Countries The Status of Plant Systematics, Collections, and Vegetation, Plus Recommendations for the Future New York Botanical Garden Pr Dept?David G. Campbell?H. David Hammond? Flora Neotropica/Monograph No. 14, Part 2 Tillandsioideae (Bromeliaceae) New York Botanical Garden Pr Dept?Lyman B. Smith?Robert Jack Downs? Contributions Toward a Mycobiota of Indonesia Hypocreales, Synnematous Hyphomycetes, Aphyllophorales, Phragmobasidiomycetes, and Myxomycetes (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Gary J. Samuels? Ferns from the Collection of the New York Botanical Garden 24 Postar Cards Envelopes (Postal Cards) Chronicle BooksNew York Botanical Garden Resource Management in Amazonia Indigenous and Folk Strategies (Advances in Economic Botany) New York Botanical Garden Pr Dept?Darrell A. Posey?W. Balee? A Survey of Foliar Flavonoids in the Aceraceae (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Thomas Joseph Delendick? Sapotaceae (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?Td Pennington? Intermountain Flora Vascular Plants of the Intermountain West, U.S.A. Pt B Fabales (Intermountain Flora) New York Botanical Garden Pr Dept?Arthur Cronquist? New Directions in the Study of Plants and People Research Contributions from the Institute of Economic Botany (Advances in Economic Botany) New York Botanical Garden Pr Dept?Ghillean T. Prance?Michael J. Balick? Coussapoa and Pourouma (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?C. C. Burg? Guide to the Vascular Plants of Central French Guiana Pteridophytes, Gymnosperms, and Monocotyledons (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Georges Cremers?Carol Gracie?Jean-Jacques De Granville?Michel Hoff?John D. Mitchell?Scott A. Mori?Bobbi Angell? Mycologia Index New York Botanical Garden Pr Dept? Index Herbariorum Part 1 The Herbaria of the World (Regnum Vegetabile, Vol. 120) New York Botanical Garden Pr Dept?Patricia K. Holmgren?Noel H. Holmgren?Lisa C. Barnett? Some Dictyosporous Genera and Species of Pleosporales in North America (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Margaret E. Barr? Melanommatales (North American Flora Series II) New York Botanical Garden Pr Dept?Margaret E. Barr? Phyllopsora (Flora Neotropica, Monograph No 55) New York Botanical Garden Pr Dept?Louis Brako? Manual of Vascular Plants of Northeastern United States and Adjacent Canada New York Botanical Garden Pr Dept?Henry A. Gleason?Arthur Cronquist? Sensitivae Censitae A Description of the Genus Mimosa Linnaeus (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Rupart C. Barneby? Rollinia (Flora Neotropica, Monograph) New York Botanical Garden Pr Dept?Paul J. M. Maas?Lubbert Y. Th. Westra? Intermountain Flora Vascular Plants of the Intermountain West, U.S.A. Asterales (Intermountain Flora) New York Botanical Garden Pr Dept?Arthur Cronquist? Non-Timber Products from Tropical Forests Evaluation of a Conservation and Development Strategy (Advances in Economic Botany) New York Botanical Garden Pr Dept?Daniel C. Nepstad?Stephan Schwartzman? The Embryology, Reproductive Morphology, and Systematics of Lecythidaceae (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Chih-Hua Tsou? Cyphomandra (Solanaceae) (Flora Neotropica Monograph 63) New York Botanical Garden Pr Dept?Lynn Bohs? Ericaceae The Superior-Ovaried Genera New York Botanical Garden Pr Dept?James L. Luteyn? Caliciales New York Botanical Garden Pr Dept?L. Tibell? An Orchid Flora of Puerto Rico and the Virgin Islands (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?James D. Ackerman? Silk Tree, Guanacaste, Monkey's Earring A Generic System for the Synandrous Mimosaceae of the Americas Abarema, Albizia, and Allies (Memoirs of the New York Botanical Garden, V. 74) New York Botanical Garden Pr Dept?Rupert C. Barneby?James W. Grimes? Mycological Contributions Celebrating the 70th Birthday of Clark T. Rogerson (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Gary J. Samuels? Silk Tree, Guanacaste, Monkey's Earring A Generic System for the Synandrous Mimosaceae of the Americas Callindra (Memoirs of the New York Botanical Garden Volume 74, Part 3, Issued June 30, 1998) New York Botanical Garden Pr Dept?Rupert C. Barneby? Medicinal Plants Can Utilization and Conservation Coexist? 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Townsmen - A Kingdom Rebuilt 項目数:100 総ポイント:1000 難易度: I ve been everywhere I Finish the scenario “Tournament“. 5 I ve been everywhere II Finish the scenario “Late fall“. 5 I ve been everywhere III Finish the scenario “Economic crisis“. 5 I ve been everywhere IV Finish the scenario “Draught“. 5 I ve been everywhere V Finish the scenario “Trading post“. 5 I ve been everywhere VII Finish the scenario “Wedding“. 5 I ve been everywhere VII Finish the scenario “Cathedral“. 5 I ve been everywhere VIII Finish the scenario “Harsh winter“. 5 I ve been everywhere IX Finish the scenario “Unrest“. 10 I ve been everywhere X Finish the scenario “The King s wager“. 10 Ten-Hut! Complete the scenario “Military Basic Training”. 5 Brew master Complete the scenario “The perfect brew“. 10 Panacea Complete the scenario “The King s disease“. 10 Little place in the country Complete the scenario “Farmland“. 5 War-zone Complete the scenario “War-ridden“. 10 It went unnoticed Complete the scenario “Behind the blinders“. 10 Treat her well… Complete the scenario “A girl s desires“. 10 Completionist I Complete 50 quests. 5 Completionist II Complete 150 quests. 10 Completionist III Complete 250 quests. 15 Builder I Reach a population of 50 in one town. 5 Builder II Reach a population of 100 in one town. 5 Builder III Reach a population of 200 in one town. 10 Builder IV Reach a population of 300 in one town. 10 Builder V Reach a population of 500 in one town. 15 Tax-man I Collect taxes 1000 Thaler. 5 Tax-man II Collect taxes 10000 Thaler. 5 Tax-man III Collect taxes 50000 Thaler. 10 Tax-man IV Collect taxes 100000 Thaler. 10 Tax-man V Collect taxes 1000000 Thaler. 15 I like to build stuff... I Build 10 buildings in one town. 5 I like to build stuff... II Build 25 buildings in one town. 5 I like to build stuff... III Build 50 buildings in one town. 10 I like to build stuff... IV Build 75 buildings in one town. 10 I like to build stuff... V Build 100 buildings in one town. 15 Full-time job I Repair 50 buildings. 5 Full-time job II Repair 150 buildings. 10 Full-time job III Repair 500 buildings. 15 Bread for the people I Produce 200 bread in one town. 5 Bread for the people II Produce 500 bread in one town. 10 Bread for the people III Produce 1000 bread in one town. 15 Tools of the trade I Produce 200 tools in a town. 5 Tools of the trade II Produce 500 tools in a town. 10 Tools of the trade III Produce 1000 tools in a town. 15 The King s new clothes I Produce 200 clothes in one town. 5 The King s new clothes II Produce 500 clothes in one town. 10 The King s new clothes III Produce 1000 clothes in one town. 15 My precious... I Produce 200 jewels in one town. 5 My precious... II Produce 500 jewels in one town. 10 My precious... III Produce 1000 jewels in one town. 15 Five brews are a schnitzel Produce 1000 brew in a scenario. 15 Only the sausage has two ends. Produce 1000 sausages in a scenario. 15 Lord of War Produce 250 weapons and armor in a scenario. 10 An honorable Governor I Earn 250 Prestige by completing quests. 5 An honorable Governor II Earn 750 Prestige by completing quests. 10 An honorable Governor III Earn 2500 Prestige by completing quests. 15 A time consuming game I Play for 60 minutes. 5 A time consuming game II Play for 120 minutes. 5 A time consuming game III Play for 300 minutes. 10 A time consuming game IV Play for 500 minutes. 10 A time consuming game V Play for 1000 minutes. 15 When there s fire... Extinguish 100 burning buildings. 15 Just let it burn! Lose 100 buildings to fire. 15 We can rebuild it! Lose every burnable building of a town to fire. 20 Saint Florian In a scenario, don t lose a single building to fire. 15 Cosmas and Damian In a scenario, don t lose a single Townie to the plague. 15 Eureka! Complete your first research. 5 Researcher Complete 5 researches. 10 Genius Complete 40 researches. 15 Last man standing Defeat 4 bandits with a single soldier in a fight. 15 You shall not pass Don t let any bandits successfully raid your town in a scenario. 15 To serve and protect Have full guard tower coverage in a town with a population of 100. 10 Another one bites the dust Defeat 50 bandits. 10 The Art of War Win 100 fights against bandits. 10 The wood shortage Complete the scenario “The wood shortage“. 5 Waterways Complete the scenario “Waterways“. 15 Craftsmen challenge Complete the scenario “Craftsmen challenge“. 10 Buried Complete the scenario “Avalanche risk“. 20 Tired by festival Complete the scenario “A year of festivities“. 15 Penny pincher Complete the scenario “Moneybags“. 10 Survivalist Survive 4 different disasters in one town. 15 Good luck, miner! Do not lose any mines in the scenario “Avalanche Risk”. 20 Malediction Complete the scenario “The curse”. 15 Impregnable Complete the scenario “Under siege”. 10 Governor-elect Complete the scenario “Election day”. 20 Now everyone is satisfied Convince all factions in the scenario “Election day”. 15 Experienced decorator Build decorations from 8 different decoration categories. 10 Reunification Complete the scenario “A tale of two clans”. 5 Made my choice Complete the scenario “Insane Choices”. 5 Negotiator Complete the scenario “Diplomatic Visit”. 5 Chief Inspector Finish the scenario "The Beast". 10 An honorable departure Finish the scenario "The Legacy". 5 LEGEN… wait for it… DARY Finish the scenario "The Legendary Tasks". 10 Plague strikes! Cure 100 Townies from the plague. 10 A new beginning Complete the first chapter of the tutorial campaign. 5 Friends from the past Complete the second chapter of the tutorial campaign. 5 Time for some trade Complete the third chapter of the tutorial campaign. 5 Knee deep in snow Complete the fourth chapter of the tutorial campaign. 10 Conflicting parties Complete the fifth chapter of the tutorial campaign. 10 Out of the frying pan Complete the sixth chapter of the tutorial campaign. 15
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Cooking With Vegetables, Flowers and Fruits An Annotated List of References (Cbhl Plant Bibliography Series, No 7) New York Botanical Garden Pr Dept?Eileen Schofield? Systematics of Serjania (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Pedro Acevedo-Rodriguez? Master Gardener Reliable Roses Clarkson Potter?New York Botanical GardenMichael Ruggiero?Christine Utterback? Master Gardener Rock Gardens Clarkson Potter?Anne Moyer Halpin?Robert Bartolomei?New York Botanical Garden Indices to the Species of Mosses and Lichens Described by William Mitten (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?William Mitten?William R. Buck?Barbara M. Thiers? Rock Gardens (Serious Gardner Ser.)) Crown Pub?New York Botanical Garden Staff? Cal 99 the New York Botanical Garden Botanical Art Illustration Calendar Appointment Meadwestvaco? Cal 99 New York Botanical Garden Roses Calendar Meadwestvaco? Cal 99 New York Botanical Garden Calendar Botanical Art Illustration 16-Month Day Dream Calendars? Cal 97 Garden for All Seasons The New York Botanical Garden Calendar Abbeville Pr? Cal 98 Garden for All Seasons The New York Botanical Garden Abbeville Pr? The Moss Flora of Mexico (Memoirs of the New York Botanical Garden) New York Botanical Garden Pr Dept?Aaron J. Sharp?Howard Crum?Patricia M. Eckel?
https://w.atwiki.jp/isiahjq2jh/pages/15.html
By using the children’s punching bag, the kids can carry out numerous physical exercises indirectly via their playing and actions. Hence, to develop the interest of exercises namely rebounding, kick boxing, punching and martial arts in children, such punching bags are highly significant and helpful. In the showrooms and outlets of the sport accessories and kids toys centers, various types of punching bags are incorporated with various colors, patterns and reasonable costs. The exterior surface of such boxing bags is designed with various shapes and images of animals, toys, cartoons that make them eye-catching and beautiful. The exercises with such boxing equipment aid the children to enhance their hand and eye synchronization and toughen the flexibility in body muscles. Such boxing type workout helps them to get familiar with fundamentals of the sport like martial arts and kick boxing. These essentials are actions like rebounding, punching, eye-hand synchronization and defense. Thus, the children’s boxing bag is the best substitute to exercise and play. The outer coating of the kids’ punching bag is specifically made from vinyl and inner part is stuffed with foam. In certain boxing bags, they are stuffed with air with the help of a foot pump rather than the more common foam filler. Hence, he can modify the height and size of the apparatus as per the potential and height of the kid. The bottom of the kiddies’ punching bag is filled with sand or water and is smoothed with easy roll reshuffle. Such base is built heavy to retain the balance of the gadget while striking and rebounding. The sand and water from the bag’s base can be taken off to fold the entire boxing bag and by itself the compressed storage of the bag truly improves its durability. The estimated weight of the punching bag Malaysia is usually 170 lbs. It is an ideal toy if you like to present to any kid. The approximate width, length and height of such items are 22 , 39 and 23 respectively. The punching accessories are manufactured with double intention like learn from fun for kids. For instance, colorful pictures on the apparatus give them knowledge of the colors, its various shades and eye-catching features. Certain boxing bags are integrated with arithmetical numbers, English alphabets, pictures of birds, animals, dragons, fruits, which help children to revise, recollect while playing with them.
https://w.atwiki.jp/ageofconan/pages/22.html
Whelm s first area secret thread! All credit goes to him!! Incase you missed it this thread has some nice things for brand new characters. http //forums.ageofconan.com/showthread.php?t=13063 Where to quest at X level? by Venums Great thread on where to quest at and some bug reports. http //forums.ageofconan.com/showthread.php?t=18857 Where do I level at? Rexxar posted this in another thread. So to him goes the credit. Press M in-game to look at your map, on the world map you can hover your mouse over all the zones, and it shows a recommended level range for the area s quests. Hotbar Madness! Graphic slug monsters!(look/feel and keybinding how-to by cilis This is a great thread and discusses key bindings. It also gives some good hints on how to raise your fps. http //forums.ageofconan.com/showthread.php?t=17679 Game Time Explained. by Golden220 Tortage is simply day or night depending on what you choose it to be. After you leave Tortage, the game time constantly cycles from day to night. The game time is on a ratio of 1 Minute Real Time = 5 Minutes Game Time Therefore A complete Day/Night cycle or 24 hours happens every 4.8 hours, so we ll call it 4.8 hours real time = 1 day game time As for when it turns from day to night. There is both a dusk and dawn period. Dawn seems to be from about 0400 to 0600, where at dusk seems to be ~2000 to 2130. I need to recheck these times, or if anyone has them please post. To add a Map marker Right click on the Mini map or main map and choose make Marker. This is useful for marking harvesting nodes. Advancement Calculator Bored at work? Thinking of Aoc? Here are two links to help you get through it all. http //feats.goonheim.com/ www.conankave.com/ To add friends /cc addbuddy NAME / Commands To view a list of / commands. Type / TABTAB. This will bring up a list just like the emotes. Below is a list of / commands with descriptions. Those with a ? next to them means I do not know what they do. /afk - Toggles afk on and off. Give you an opportunity to put a message in. /anon - Makes you not show up in searches /bank - ? /born - character creation date /bugreport - report a bug /bugreportbtn - ? /camp - logout /cc - ? /cc addbuddy - adds someone to your friends list /ch - chatgroups /chsay - talk in a chatgroup /claim - get your reward /emote - /emote + TAB to bring up a list of emotes /fhelp - Brings up some /commands /follow - Follow your target /g - talk in group /gm - ? /group - same as /g /gu - guild chat /guild - ? /guildsay - same as /gu /help - field manual /heroicmode - Takes you to a group instance of your current zone /hide - makes you use the hide skill /hotkey - ? /ignore - Ignore a player /invite - Invite a player to a group /items - ? /kick - a player from a group /leave - leave a group /list - brings up /list players /logcombat - ? /loot - loot target /macro - /macro name command /me - ? /name - ? possibly to name pets /ooc - talk in ooc channel /org - ? /petition - put in a gm ticket /played - shows how much you have played /quit - logout /r - /reply /ra - raid chat /raid - same as /ra /reloadhotkeys - ? /reply - same as /r /s - shout /say - same as /s /script - ? /selectself - target yourself /option - ? /sit - sit down /stand - stand up /stuck - gets you unstuck /t - pvp minigame chat /team - same as /t /tell - send a tell /text - ? /version - list version of server and client {{may or may not be correct }} /w - /whisper someone /whisper - same as /w I hope these help and enjoy! Help I m stuck! 1. Try /stuck this has worked for me every time. 2. If it does not work. Try using your Path skill. 3. If you are still stuck then type in /petition and a GM will be with you asap. Please be patient they may be busy. /who command added by bamboosonnet The first button on the upper left (People and PvP I believe) has all the search options. There s one for Player, Group, Guild, and PvP. Emotes For a list of emotes type /emote TAB This will bring up a full list of emotes. Claim To claim your CE awards use /claim Walk and run Autorun is the NUM LOCK button. Toggle between walk and run with Backspace. Active Blocking and other combat tips 1. I didn t know this existed until today. The hot key is X give it a shot. 2. Double tapping a direction will give a short duration buff . Backwards add evade, forward adds chance to stun- helpful in multiple situations. {{By Telemachos Thank You!!}} Overflow If you complete a quest and your bags are full. Your quest reward is not lost. 1. Look next to the mini map you should see a !. 2. Make room in your bags. 3. Click the ! 4. Claim your reward. aka Profit!!! Respec If you mess up on your feats or your skills do not fear. Both can be redone. However both do cost a small amount of coin. Skills are first up. 1. Hit P to bring up skill list. 2. Hold down ALT and left click on the skill you wish to get rid of. 3. Confirm the skill respec 4. Add the points back to wherever you would like. Next up Feat Respec In each major city their are NPC s that will wipe your advancement tree for you. All that you do is talk to them confirm the wipe and pay the small fee. The first time I did it, it cost 50 copper.{{ I am at work so I don t have the cords with me. If anyone can look them up it would be appreciated. If not i will snag them when I get home.}} Tortage - Feat Fixer - On the Docks - 1084, 718 { Has been removed for now } Khemi - Zahra - [Trainer] - On the Docks - 833, 1144 Old Tarantia - Minerva - [Trainer] Base of the Temple of Mitra - 796, 541 Cimmerian - Cowal [Trainer] at (250, 490) Climbing 1. Hit the P key. 2. Add points into climb. At level 20 I had 100 points allocated. I have found nothing as of yet I can t climb. Feel free to correct me or give feedback on this.{{ I was informed there is a quest that requires 180 in Old Tarantia}} 3. Move to the climbable object. Hit the U key. Up you go! Guild Information You can start a guild at level 20. To do so follow the below steps. 1. In the upper left hand corner of yor screen you will see three tabs. Click the third one. 2. Fill out the information. Choose a guild name and a type of government. From what I can tell the type of government doesn t change anything. Just the names of the ranks. To invite someone go to the social tab {{ the first tab on the left hand side }} and select add name. Type in the name and check add to guild. Click ok. That s all their is to it. Happy recruiting. Zone instances If you are grouped but can not see your party members. As leader of the group right click on the party member s name and select bring to instance. I am not sure of the wording but it s easy enough to figure out. Also near the mini map you will see a drop down. One of the choices are change instance. You can tell who in your group is in what instance easily through this. A star next to an instance is where the group leader is at. A human symbol represents where group members are at. Crafting At level 20 you can take gathering skills. At level 40 you can take your actual craft skills. This thread is from the crafting forums. I hope it helps. http //forums.ageofconan.com/showthread.php?t=9654 Traders Saving this space for locations and a short how to as soon as they become available again. Dual wield Contributed by Azara If you have it. Put two one-handed weapons on the lower LEFT of your paper doll inventory page. The icons for those are a sword and a shield. The Right side sword and shield are for alternate weapons.
https://w.atwiki.jp/arma3editor/pages/4.html
ARMA3における車両作成、改造におけるガイドラインを翻訳しましたので作成等にご利用下さい。 専門用語が有るので、日本語、英語共に不自由な人間が翻訳していると言う事をご理解ください。 文章そのままだと日本語的に理解し辛いので、意訳+注釈です。 ※実際にmoddingした訳ではなく、読んで意訳しただけなので、実際の意味と違う可能性が ありますのでご注意ください。 Arma 3 Cars Config Guidelines Arma 3 Cars Config Guidelines ARMA3の車両に関するコンフィグガイドライン Contents 内容 1 Intro 最初に 2 Additional functionality compared to A2/OA ARMA2、OAとの違い 3 Model requirements {p3d} p3d形式の model の条件 4 Model config changes {model.cfg} model.cfgの変更点 5 New config parameters {config.cpp} config.cppの新しいパラメータ 5.1 Basic parameters 基本パラメータ 5.1.1 Differential parameters パラメーターの違い 5.1.2 Engine parameters エンジン用パラメータ 5.2 Wheel parameters ホイール用パラメータ 5.2.1 General parameters 一般的なパラメータ 5.2.2 Wheel PX parameters ホイールPXパラメータ 5.2.3 Wheel simulation parameters ホイールシュミレーションパラメータ 5.2.4 Suspension parameters サスペンションパラメータ 5.2.5 Tire parameters タイヤパラメータ 5.3 Floating and sinking 浮く、沈む(水の上等) 5.4 PhysX 3 integration PhysX3 統合 5.4.1 Anti-roll bars アンチロールバー 5.4.2 Complex gearbox 複雑なギアボックス 5.4.3 Gearbox parameters ギアボックスパラメータ 5.4.4 Different amount of torque 個別のトルクの量 5.5 IK for hands and legs 乗車時、キャラクタの手足の位置 5.6 Picture in Picture for screens and mirrors スクリーンとミラーにピクチャーインピクチャー(画像の中に別の画像を表示する)する方法 ※要約すると、車両にバックミラーやモニター等に表示させる記述 5.7 Random visual variants ランダムにビジュアルを変化させる ※ハッチバック等、スポーンする度にテクスチャが違うアレ 5.7.1 Random variants script ランダムに表示させる為のスクリプト 5.8 Reflectors, markerlights and beacons 反射板、マーカーライト、ビーコン 5.8.1 Reflectors 反射板 5.8.2 Markerlights マーカーライト 5.8.3 Beacons ビーコン 6 Basic config hints 基本的なコンフィグのヒント 6.1 Diagnostics 診断(作成した車両のテスト) 6.2 Suspension サスペンション 6.3 Gearbox ギアボックス 7 Reference 参照場所 Intro 初めに 101 - How to set up a car for Arma 3 ARMA3用の車の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA ARAM2、OAとの違い PhysX 3 integration ○PhysX3と統合 IK for hands/legs ○車両乗車時の手足の位置 Picture in Picture - Render to texture ○PiP テクスチャーのレンダー Random visual variants (textures, accessories, doors) ○ランダムでビジュアルの変化 ※テクスチャー、アクセサリー(バリエーション的なもの)、ドアをスポーン時にランダム表示 Floating and sinking ○水上での浮き沈み Reflectors, markerlights and beacons ○反射板、マーカーライト、ビーコン Model requirements {p3d} p3dモデルに関する必須項目 A new PhysX lod ○新しいPhysX LOD There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars 作成には単純な構造のものが必要です。ただ、大半は60面程あれば車両を作成するには十分です。 ※私の知識不足で、LOD(4e13)がexで40trillionなのか、それ以外の「何か」なのか良く解りません。 Current public Oxygen version doesn t support showing correct name of this lod and displays only Geometry instead. Don t be afraid of having two geometries, it s going to be fixed with new tools. Oxygen(BIツール名)では、このLODの名前を表示できません。代わりにジオメトリだけを示します。(使用に問題なし)この問題は新しいツールで解消する予定です。 Just the main body of car should be in this lod, wheels are added by engine later 車両の基本部分は、上記のLODで構成される必要があります。 作成する順番はエンジン→ホイールの順に追加していきます。 Memory lod メモリーLOD There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center ホイールの軸(中心)をwheel_X_Y_axisという名前で定義される必要があります。それぞれ(X,Y)でホイールの中心位置を定義します。 車両の正面から見た状態でホイールの位置をXの部分に記入します。Yは左右同じです(じゃないと傾くので)。 There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary ホイール(タイヤ含めた)の大きさを測定するのに必要です。何かというと、ホイール外径の一カ所だけ指定すればwheel_X_Y_axisを中心として円を判定してくれます。 wheel_X_Y_boundのX、Yに何処でも良いので、外径部分の座標を指定します。 ※公式の解説画像ではホイールの中心から垂直方向の地面を座標定義してます。 ○注釈 ホイールの中心から外輪の距離を定義。 ・wheel_X_Y_axis ホイールの中心 ・wheel_X_Y_bound ホイールの半径(中心からの距離) ※多分、wheel_X_Y_boundの「X または Y」のどちらかをホイールの半径分入力すれば良いと思います。Yが無難ですが。 Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets ミラーとスクリーン(車載モニター)はカメラの位置(pipX_pos)と向き(pipX_dir)で定義する必要があります。 ※ミラーは実際に反射しているのではなく、カメラ機能を使って擬似的に「反射してる様に」見えるだけ。なので、「ミラー」を使うと当然、左右反転するようです。 Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end 反射器は LightCarHeadYXXで定義する必要があります。LightCarHeadYXX_end でその方向を定義します。Yは左右それぞれの横軸、XXは定義した番号です。 Mirrors and screens should have RTT texture #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number ミラーとスクリーンはRTTテクスチャを #(argb,256,512,1)r2t(rendertargetX,1.0)で指定します。Xは定義した番号を記入します。 Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections ランダムに発生するアクセサリーパーツは全て独立した部品である必要があります。 アクセサリの一部分を隠すように扱うには、2つの部分に分割(離れて)する必要があります。 ※ここ良く解りません。すいません。多分ですが、車両にオブジェクトを貼り付ける場合、車体に埋めると内部から見える場合があるので、 はみ出てた部分を隠したいなら部分を別パーツとして定義する必要があるという意味かと思われます。 Beacons and markerlights should have their material set to emit light ビーコンとマーカーライトは、発光させるために設置しなければなりません。 Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel スペアホイール(予備タイヤ)に交換できるようにするには定義する必要があります。予備タイヤの耐久性(壊れやすさ)は標準タイヤと同じ数値です。 ※交換なので、エンジニアの修理とは別です。 Man-held turrets shouldn t be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game ターレット(銃座)の乗員が乗っている状態(と定義して)でターレットを隠すように指定した場合、ゲームがクラッシュします(IK定義の関連) ただし、車両が「完全に破壊(ドカーンって燃えた)」された状態であれば、問題ありません。 ※車両がアライブの状態で「見えないターレット」を定義して使うとクラッシュするという事かと思われます。多分。 Model config changes {model.cfg} model.cfgの変更点 Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5 ダンパー(サスペンション)は凹凸路面などの影響を受けて可動します。そのため、定義する際に「ダンパーの中心から±0.5ほどオフセットするといいと思います。 Example {model.cfg} class Wheel_1_1_Damper { type= translation ; source= damper ; selection= wheel_1_1_damper_land ; axis= posun wheel_1_1 ; animPeriod = 1; minValue= 0 ; maxValue= 1 ; offset0= 0.5 ; offset1= -0.5 ; memory=1; }; ●●●●●●●●●●●●訳 28/Oct/2013●●●●●●●●●●●●●●●●●●●● Sections for hiddenSelectios[] should be set in model.cfg hiddenSelectios[]の部分はmodel.cfgで定義する必要があります。 New config parameters {config.cpp} config.cppの新しい追加パラメータについて Basic parameters 基本パラメータ Following parameters are defined in vehicle class. vehicle classという定義内で以下のパラメーターを使います。 ※config.cppの車両に関する定義部分にviecle classという場所があるので、そのクラスを定義する際に使用するという事。 string (required) simulation = carx ; float 0.0 dampersBumpCoef = 0.3; Differential parameters 他と異なるパラメータ string; accepable values all_open , all_limited , front_open , front_limited , rear_open , rear_limited all_limited differentialType = all_limited ; float 0.5 frontRearSplit = 0.5 float 1.3 frontBias = 1.3; float 1.3 rearBias = 1.3 float 1.3 centreBias = 1.3 float 10.0 clutchStrength = 10.0; float 0.01 switchTime = 1.01; Engine parameters エンジンパラメータ float (required) enginePower = 600; float 600 which is cca 6000 rounds per minute. maxOmega = 600; float value calculated from enginePower according to http //en.wikipedia.org/wiki/Horsepower#Relationship_with_torque peakTorque = 600; float, float, float 0.08, 2.0, 0.35 dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; Array[i][2] where i = number of samples, maximum 8; {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}} torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}; Wheel parameters ホイールパラメータ This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses. このパラメータはそれぞれのホイールに関する項目です。vehicle classはwheelsというサブ(隷下)クラス(viecle classがメインクラス)が必要です。 要は、車両に付いている全てのホイール(タイヤ)をサブクラスという定義でそれぞれ設定できるパラメータです。 General parameters 一般的なパラメータ string boneName = wheel_1_1 ; bool (required) steering = true; string right side = left ; Wheel PX parameters ホイールPXパラメータ memory point (required) center = wheel_1_1_axis ; memory point (required) boundary = wheel_1_1_bound ; float 0.3*(raidus of the wheel) width = 0.2 ; float 10.0 mass = 150; float 0.5 * WheelMass * WheelRadius * WheelRadius MOI = 40; float 0.1 dampingRate = 0.1; float 2500 maxBrakeTorque = 7500; float 2*maxBrakeTorque maxHandBrakeTorque = 0 Wheel simulation parameters ホイールシミュレーションパラメータ Array[3] {0, -1, 0} suspTravelDirection[] = {0, -1, 0}; memory point center suspForceAppPointOffset = wheel_1_1_axis ; memory point suspForceAppPointOffset tireForceAppPointOffset = wheel_1_1_axis ; Suspension parameters サスペンションパラメータ float 0.15 maxCompression = 0.15; mMaxDroop = 0.15; float vehicleMass/numberOfWheels sprungMass = 2066; float sprungMass*5,0*5,0 springStrength = 51653; float 0,4*2*sqrt(springStrength*sprungMass) springDamperRate = 8264; Tire parameters タイヤパラメータ float 10000 longitudinalStiffnessPerUnitGravity = 10000; float, float 25, 180 latStiffX = 25; latStiffY = 180; Array[3][2] {{0, 1}, {0.5, 1}, {1,1}} frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; Floating and sinking 浮き沈み(水で) WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works). 浸水具合は指定パーツをℓ/secで定義します。浸水具合によってエンジンが止まります。ただ、船又はcanFloat=1と定義されたものは完全にブッ壊されない限り浮いてます。 最初はWaterLeakiness=10と定義して、どのぐらい水に浸かったらエンジンがブッ壊れるかテストすると良いでしょう。 PhysX 3 integration PhysX3で統合 WheelMask ホイールマスク thrustDelay is time in second in which thrust goes from 0 to 1 when standing still (doesn t affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration. キー入力をしてから実際に車輪が動作するまでの遅延をthrustDelayで定義します。スラストが0→1になるまでの数値です。0.2位が妥当と思われます。もし1にしたら一瞬で加速します。 brakeIdleSpeed is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car. 1秒当たりのブレーキの定義です。 brakeIdleSpeedはm/secで定義します。この数値は低めに設定した方が良いです。高めに設定すると不自然な急ブレーキになります。 逆に異常に低すぎると止まれません。 idleRpm sets the idle RPM of engine. Primary use is for sound engine アイドリング時の回転数をidleRpmで定義します。停車時のエンジン音に関係します。 redRpm sets the maximum for engine RPM, should be according to maxOmega (see later) エンジンの最高回転数(レブリミット)をredRpmで定義します。後記のmaxOmegaに関係しています。 Anti-roll bars アンチロールバー Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces. アンチロールバーは急激なターンとか無茶な運転等で横転するのを防ぎます。錘みたいな物です。なので、横転しやすい車両も作れます。以下がそのパラメータ。 antiRollbarForceCoef is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension. この数字を0にすると動かなくなります。逆にantiRollbarForceCoefの数字を高くすると横転しやすいどころか止まれません。 antiRollbarForceLimit is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles) 高速移動中に急ハンドルで横転させたいとか、そういう時に必要になります。 antiRollbarSpeedMin and antiRollbarSpeedMax are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn t grow and force is limited by the limit). antiRollbarForceCoefの上下限をantiRollbarSpeedMinとantiRollbarSpeedMaxで定義します。 Complex gearbox 複雑なギアボックス All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox PhysX3の車両は全部ギアボックスが搭載されてます。 Complex gearbox settings is inside class complexGearbox which is a subclass of vehicle class ギアボックスのセッティングはcomplexGearboxというサブクラスで、viecle classの隷下です。 GearboxRatios[] is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711};). Gear names are not used in retail version, they are just for epevehicle diagnostics R1がバックで、Nニュートラル(数字入れたら勝手に前進します)、D1、D2・・・となります。GearboxRatios[]で定義すれば何ギアでも可能ですがギア比が訳解らなくなるので程々に。 TransmissionRatios[] is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn t be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears. 普通は1つ定義すれば良いですが、大型トラックは2つ定義が必要でしょう。 ※良く解らん・・・・ gearBoxMode is set to full-auto by engine gearBoxModeはエンジンによってフルオートでセットされます(・・は? イミフ) moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. この定義(moveOffGear)はオートマもしくはセミオートでギアボックスが静止状態から発車します。(動作にギア操作を入れるかどうか)標準(普段通りの操作)は1です。 driveString, neutralString and reverseString define displayed strings for driving forward, neutral and backward. この3つ(driveString, neutralString, reverseString)は前進、キー無操作、後進を表示させるために定義を紐づけします。 ※これを入れればギアがドライブ(D)、ニュートラル(N)、バック(R)のどの状態かHUDに表示されるようです。 -------------------------------------------------------- {config.cpp} class complexGearbox { GearboxRatios[] = { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711}; TransmissionRatios[] = { High ,4.111}; // Optional defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = D ; // string to display in the HUD for forward gears. neutralString = N ; // string to display in the HUD for neutral gear. reverseString = R ; // string to display in the HUD for reverse gears. }; -------------------------------------------------------- Gearbox parameters ギアボックスパラメータ Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox 幾つかのギアボックスパラメータはcomplexGearboxのクラス外で定義します。サブクラスでは有りません。 通常、オートマ用のギアボックスに使用します。 changeGearMinEffectivity[]Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car. latencyis the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot Different amount of torque coefficients for different speeds of Slow, Forward and Fast are now configurable slowSpeedForwardCoefis set to 0.3 by default normalSpeedForwardCoefis set to 0.85 by default default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit) IK for hands and legs It s not Inverse Kinematics in fact, but as close to it as possible. A soldier should have IK defined for hands and legs by default Each vehicle pose using IK should haveleftHandIKCurve[]andrightHandIKCurve[]set to 1 Driver should havedriverLeftHandAnimNameanddriverRightHandAnimNamedefined as drive wheel bone of the vehicle (drivewheelby default) Gunner should havegunnerLeftHandAnimNameandgunnerRightHandAnimNamedefined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something likeotocHlaven_shake) Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it). Picture in Picture for screens and mirrors All sources for textures to be rendered on are defined inclass RenderTargetswhich is a subclass of vehicle class Each source is a separate subclass with unique name parameterrenderTargetdefines which texture shall the source be mapped at (only therendertargetXpart is used) class CameraView1is a subclass of this source and contains all the parameters for rendered scene pointPositionandpointDirectionshould be respective memory points in model renderQualityis in range from 0 to 2 and defines quality of rendering for said source renderVisionModedefines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fovdefines field of view of this source {config.cpp} class RenderTargets { class LeftMirror { renderTarget = rendertarget0 ; class CameraView1 { pointPosition = PIP0_pos ; pointDirection = PIP0_dir ; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; Random visual variants Randomization of variants is done by script ran upon start of mission via init event handler The car should inheritclass EventHandlers EventHandlers {config.cpp} init event handler should be changed to something like this init= (_this select 0) execVM \pathToCar\scripts\scriptName.sqf ; Don t forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler {config.cpp} killed = _this call (uinamespace getvariable BIS_fnc_effectKilled ); _this select 0 animate [ RandomAnimation ,0]; Random variants script All random settings should be done on server side to prevent different car looks for different users {script.sqf} if (isLocal) then {_rnd1 = floor random Y; _this setVariable [ BIS_randomSeed1 , _rnd1, TRUE]; _this animate [ RandomAnimation , X];}; Ystands for the number of random variants Even all the animations should be handled server-side to ease clients,RandomAnimationshall be replaced by any animation needed to be randomly chosen,Xstands for animation phase {script.sqf} waitUntil {!(isNil {_this getVariable BIS_randomSeed1 })}; _randomSeed1 = _this getVariable BIS_randomSeed1 ; Random textures shall be taken with this statement {script.sqf} _this setObjectTexture [0, [ \pathToCar\Data\variant_1_co.paa , ..., \\pathToCar\Data\variant_Y_co.paa ] select _randomSeed1]; Reflectors, markerlights and beacons Reflectors Reflectors need to be defined inclass Reflectors Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only inposition,direction,hitpointandselection. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods. Most of reflectors should haveuseFlareset to 1, they are bright enough to have a flare. Size of this flare is defined byflareSize, value should be rather low, around 0.1 seems to be good for start. class Attenuationinside each reflector subclass defines behavior of light from distance. Attenuation is combination ofconstant,linearandquadraticcoefficient,startis a distance from position where attenuation starts to work (the light is at it s full strength if distance is lower than start). aggregateReflectors[]outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings. Markerlights Markerlights are purely model side based on assigned emissive materials Beacons Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is insideclass UserActions UserActions There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions {config.cpp} class UserActions UserActions { class beacons_start { userActionID = 50; displayName = Beacons start ; displayNameDefault = ; position = mph_axis ; radius = 1.8; animPeriod = 2; onlyForplayer = false; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,1]; ; }; class beacons_stop beacons_start { userActionID = 51; displayName = Beacons stop ; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,0]; ; }; }; Basic config hints Diagnostics Drive around as much as possible, preferably using real islands. Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes Path from Jay Cowe to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills Whole Chernarus is excellent playground to test vehicles Suspension Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis. Each wheel could have different suspension parameters but try to keep them the same for wheel pairs. You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn t reduce bumping of suspension when accelerating and breaking. Gearbox Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration Look out for too big steps between gear ratios, this may prove to be problematic with steeptorqueCurve- engine would change gear later than expected and sound would go fubar dampingRateZeroThrottleClutchEngagedanddampingRateZeroThrottleClutchDisengagedcould be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed Reference This page is discussedon the BI forums