約 3,040,197 件
https://w.atwiki.jp/muvluv/pages/18.html
Terminology Alternative Projects The Alternative Projects (オルタネイティヴ計画, "Orutaneitibu Keikaku"). A series of projects originally beginning with the objective of finding a way of communicating with the BETA. Alternative I The finding of a way to understand the BETA by analysing their language and ways of thinking. Ended in utter failure. Alternative II The capture and subsequent dissection and analysis of BETA. Many lives were sacrificed for this to come to pass, and all that came of the research done on the samples was the conclusion that the BETA are carbon-based life-forms. Alternative III Started due to the 1973 invasion. The finding of a way to understand the BETA through the use of ESP. Since the psychics powers only covered a limited range, they had to enter the hive themselves in order to get thought readings from the BETA. Because of this, the survival rate of the psychics was only 6%。 All attempts to communicate with the BETA through the use of thought projection failed (they were ignored), and all they managed to get was the information that the BETA did not see the humans as life forms (through the readings). Alternative IV Started in 1995. The finding of a way to understand or communicate with the BETA through the use of the 00-unit. Alternative V First proposed by the American army in 1995 as a fallback in the case of the failure of Alternative IV. 100000 people were to be selected and allowed to flee Earth through the use of immigrant spaceships, while the rest of humanity stays on to fight the BETA to the bitter end, using a large number of G Bombs. Also known as Operation Babylon. The immigration ships were not really expected to survive to find another habitable planet; this was simply something added on to the plan in order to get the UN to agree with it. Regardless, when it is executed at the end of Unlimited, the ships do manage to find their way to a habitable planet (the status of Earth after the initiation of Operation Babylon, though, is unknown). A similar plan is prepared in the case of Operation Ouka s failure, but it is not the same thing; It is known as Operation Trident. Element G A previously undiscovered element recovered from the BETA drop units in Canada found after analysis by professor William Grey at the Los Alamos National Laboratory. The G comes from his surname. Eleven types of Element G have been discovered so far. Grey Six has negative mass, Grey Nine is super-conductive at above room temperature, and Grey Eleven is used in the G Bombs and the gravity-defying Moorcock-Lechte engine. HI-MAERF Project XG-70b Susanoo #2 (凄乃皇弐型, "Susanoo Nigata"). The second prototype "strategic high maneuver aeronautic fortress" created in America s 1975 HI-MAERF project. Over five times taller than a senjutsuki (around 100 metres). Equipped with a Moorcock-Lechte engine, Rutherford Field (which deflects laser attacks in a way similar to the distortion fields of Nadesico), and a particle cannon powerful enough to blow away an entire hive monument in a single shot. Created to clear out entire hives on its own, but due to the Rutherford Field, it cannot be piloted by humans. The project was abandoned after the invention of G-bombs, and the unit was taken for use in the Alternative project, with the Japanese name being added on after that. Its original, American name (if it had one) is unknown. Piloted by the 00 Unit in the Sadogashima hive battle. When it is self-destructed, it vapourizes not only the hive but also the entire island it was on. XG-70d Susanoo #4 (凄乃皇四型, "Susanoo Yongata") A product of the HI-MAERF and Alternative projects, created to be powerful enough to clear out entire hives on its own, and what a completed Susanoo #2 would have been. Hidden away deep under the Yokohama base, to be mankind s trump card in the Original Hive battle. Even bigger than the #2, over eight times taller than a senjutsuki (about 160 metres). In addition to a Moorcock-Lechte engine, particle cannon, and Rutherford Field like the #2, it is also armed with 2700mm railguns, 120mm gatling guns, 36mm chain guns, and VLS2 missile launchers loaded with armour-piercing homing bunker buster missiles, among other things. Due to time restrictions, though, many of the weapons are unable to be made operational by operation Ouka. With the problems with the Rutherford Field fixed, it can be safely piloted by humans. It is piloted by Takeru, Kasumi and Sumika in operation Ouka.
https://w.atwiki.jp/kakis/pages/253.html
u(1) /// / 0 \ 13 seren klel sid yu。ましてilは「全て」という意味だったので逆に取らないように \ [ iyuan ] \ ない \ [ alxvet ] \ 数字の0 \ 2 0人、0個、0匹… \ [ istivet ] \ ゼロ代名詞 \ [ vetyolom ] \ 数詞として前置するとゼロという数を表わし、形容詞として後置すると「ない」という非数的な意味になる。指す内容は同じであるが、数字的か否かというニュアンスの差がある \ rapalx 10, alx (sid) sast (0) 1 2 3 4 5 6 7 8 9 10 alx (yum) fua you vio von txo avo zam hen lon tou sad (u) ko ta vi va li ki no te lo kona u(2) /// / (否定時相詞)~しない \ 13 seren klel lumi \ [ yula ] \ (否定時相詞)~しない \ u virt-el kan /// / 誰も楽に生きられない 人生は辛いものだ \ 16 seren klel \
https://w.atwiki.jp/iwannabethewiki/pages/2742.html
製作者 lawatson DL先↓ https //www.dropbox.com/s/8nf1ma8g53a6g4e/I%20Can%27t%20Relax%20Right%20Now.zip?dl=0
https://w.atwiki.jp/ddr_dp/pages/2423.html
CAN'T STOP FALLIN' IN LOVE -super euro version-(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 CAN'T STOP FALLIN' IN LOVE -super euro version- NAOKI with Y Co. SN 楽2 155 87 / 0 STREAM VOLTAGE AIR FREEZE CHAOS 17 19 0 0 0 楽譜面(2) / 踊譜面(5) / 激譜面(8) / 鬼譜面(-) 属性 カニ歩き 譜面 http //www.ddr.sh/steps/basic/c/cant_stop_euro/8b_cant_stop_euro_a_d.html 譜面動画 https //youtu.be/VFvoi7WnQFY (x1.0, NOTE, Clap) プレイ動画 https //www.youtube.com/watch?v=jd60UXBSTWg (x2.0, NOTE) 解説 2譜面しかないDP足1の片割れで、もう片方よりは妥当な難易度。とは言えSP足1とは比較にならないくらい難しく、縦連や地団駄でない4分2~3連がある -- 名無しさん (2016-10-21 17 36 03) A3にてLV2に昇格。LV1フォルダは消滅することに… -- 名無しさん (2022-03-19 21 47 26) 名前 コメント コメント(私的なことや感想はこちら) SNによくある傾向で、開始が早い。そこだけ気をつけて。 -- 名無しさん (2019-10-13 21 40 59) 楽1は存在しないと思ったほうがいいと思う。 -- 名無しさん (2019-10-14 19 15 46) 最低難易度の譜面ながら全て交互に踏めるようになっている。パネルの位置はつかめたけど交互には踏めないと言う人はこの譜面から交互の練習を始めてみるのもあり。 -- 名無しさん (2020-09-01 20 46 42) 足2のoarfishより簡単な要素が無い -- 名無しさん (2021-06-18 13 14 26) 名前 コメント
https://w.atwiki.jp/save_takahagi/pages/25.html
ページ最終更新日時:2011/03/22 19 29 21 twitterでの有益な情報が飛び交っています。 しかし電力の復旧に伴い、twitterの利用が増えたことで、一つ一つの情報が埋もれがちであったり、曖昧な情報が多々見受けれらます。そこで、皆様の貴重なツイートをさらに活かすためにお願いがあります。可能な範囲で大丈夫ですが 「いつ」 「どこで」 「誰の情報」 なのか、事実と情報源が分かるようによろしくお願いいたします。 高萩・北茨城のハッシュタグは、 #takahagi #kitaibaraki がメジャーなようです。 またRTなどは、下記をご参考ください。(東北地方太平洋沖地震 @ ウィキ twitterで情報収集、発信を引用させていただきました) ■RTについて 情報を拡散したい場合は、「公式RT」と呼ばれているツイッターの「リツイートボタン」をクリックして行うやり方でお願いします。 「非公式RT」と呼ばれる、「元ツイートの内容をコピペして、RTという文字を文頭につけて自分のアカウントからツイートする」やり方は、同じ内容のツイートが重複して多数出現するため、本来必要な情報が見つかりづらくなります。お控えください。 ■ツイッターでの情報について ツイッター上でたくさんの情報が交換されていますが、情報の信憑性を各自で確認の上、行動したり他の方にRTで拡散するようにお願い致します。情報自体は正しくても、タイミングがずれて結果的に誤情報になっているケースもあります。ご注意下さい。ツイートする際には、一緒に時刻や場所の情報を入れていただくと、より正確な情報となります。 ツイナビより引用 Twitterフォロー推奨アカウント一覧 earthquake_jp (地震速報)http //twitter.com/#!/earthquake_jp nhk_news (NHKニュース)http //twitter.com/#!/nhk_news FDMA_JAPAN (総務省消防庁)http //twitter.com/#!/FDMA_JAPAN NHK_PR (NHK広報局)http //twitter.com/#!/NHK_PR inosenaoki (猪瀬直樹/東京都副知事 東京の情報は早いです)http //twitter.com/inosenaoki Twitterリスト NHK広報局が作成したリストです。 NHK_NEWS Twitterハッシュタグ一覧 #prayforjapan (応援) twitterで検索 #earthquake (地震) twitterで検索 #earthquake_jp (地震:上記は英語情報が多くなっています) twitterで検索 #eqjp (地震) twitterで検索 #jishin (地震) twitterで検索 #j_j_helpme (救助要請) twitterで検索 #hinan (避難) twitterで検索 #anpi (安否確認)twitterで検索 #daijyoubu (安否確認)twitterで検索 #tsunami (津波) twitterで検索 #japan (海外からの日本応援ツイートに多いです) twitterで検索 #Fukushima (福島県関連) twitterで検索 #Sendai (仙台県関連) twitterで検索 #Miyagi (宮城県) twitterで検索 #okusuri99 (薬の質問受付) twitterで検索 #311care (田原総一郎さん推奨の医療・介護・福祉的ケア情報を集約するハッシュタグ) twitterで検索 #yashimasakusen110312(節電呼びかけ) twitterで検索 #takidashi(炊き出し情報) twitterで検索 県毎のTwitterでの安否問い合わせなど http //savejapan.simone-inc.com/ ローカル情報はこちらのサイトが分かりやすいです。 被災地に知り合いがいる方など調べやすいと思います。 ツイナビ ツイッター地震情報をまとめました! モバツイ 東北地方太平洋沖地震ページ
https://w.atwiki.jp/save/pages/9.html
@wikiにはいくつかの便利なプラグインがあります。 アーカイブ コメント ニュース 人気商品一覧 動画(Youtube) 編集履歴 関連ブログ これ以外のプラグインについては@wikiガイドをご覧ください = http //atwiki.jp/guide/
https://w.atwiki.jp/save/pages/5.html
まとめサイト作成支援ツールについて @wikiにはまとめサイト作成を支援するツールがあります。 また、 #matome_list と入力することで、注目の掲示板が一覧表示されます。 利用例)#matome_listと入力すると下記のように表示されます #matome_list
https://w.atwiki.jp/save/pages/10.html
関連ブログ @wikiのwikiモードでは #bf(興味のある単語) と入力することで、あるキーワードに関連するブログ一覧を表示することができます 詳しくはこちらをご覧ください。 =>http //atwiki.jp/guide/17_161_ja.html たとえば、#bf(ゲーム)と入力すると以下のように表示されます。 #bf
https://w.atwiki.jp/oblivion1/pages/60.html
原文 Oblivion/新しいHair Meshの作成 This tutorial is intended as an starter aid to those wanting to model Oblivion hair meshes. It does not claim any expertise - I have mostly worked with two existing hair meshes - cropped (style07), and Mohican (ElfMohawk). It relied on key info provided by BetterBodies forum moders (particularly Corwyn). 基本的なhair meshの生成 Blenderによってエクスポートされる既存の20.0.0.4.メッシュを使うことは、可能かもしれません。しかし、それらは重要なデータが不足します: NiStringExtraData - a reference to an insertion point "Bip01 Head" Tangent Space data Vertex coloring data (not supported by the OBJ format, Blender, or fully by Nifskope) NiTexturingProperty - its not clear to me what this is for cause all the switches are off 私は既存のhair meshを使いました。meshの選択は、重要になります(後ほど)。 Create your hair mesh (I used theirs as starters). To create a Bald mesh just dump a small rendered cube inside the original mesh, and delete it (maybe you could get away with no mesh at all). Export as a OBJ file. Load the Bethesda hair NIF into Nifskope and import your OBJ file. Save under a new file name. Your mesh should then be picked up by TES. It will render, but not change color or shape. If you want your hair to change shape, you must provide (renamed) egm and tri files. These contain hair animation data. Naturally the results of the shape change can look like a punks tea party, if they work at all. If you want the hair to change color you must activate vertex coloring; and that s when the trouble starts. It appears that only one mesh/texture can be imported from the OBJ file. Any other meshes in the file will be merged into one. Of cause, this may be a flaw in my OBJ exporter - I don t know. You can put in other items other than hair. However given the restriction on submeshes/extra textures, and the lack of bone support (I found that my particular addon bits did not move with correcly with changes in head geometry) this is an NPC only option (I ve only tried this in the TES, not in the game). It was better in Morrowind - so much for me doing spectacles for my Player. Setup in TES - add the mesh to the hair style list options (Make it playable), and then add the style to the race menu options. Run the game, activate console, type in ShowRaceMenu, select the hair mesh, exit to main chargen "Do you want to be a...?" screen, activate save/load screen, save game, reload game, and use the new haircut. How to color the hair workarounds Hair coloring depends on the use of (up to) 4 (implied) texture maps AND vertex coloring. Vertex coloring is a way of coloring a mesh without a texture by interpolating between vertices. The cropped mesh uses what may be default settings - 255 for each node. The mohawk mesh is a complex folded mesh that uses various color settings - possibly for special effect. Blender dose not support the vertex color array needed. Yes it has a vertex coloring facility, but it don t work here - either cause the OBJ format don t use it, or cause the NIF importer/exporter don t. My tests suggest both. That s why you have to chose the correct Bethesda hair mesh NIF to alter. Import your OBJ into the NIF Activate vertex coloring - its a flag in the trishape block at the end of the NIF. Save your NIF - and get a warning message and a totally corrupt NIF The problem is that the number of nodes in the mesh must equal the number of entries in the original (unchanged) vertex array. You will have to either cut out vertices, or add a dummy mesh large enough to supply the extra vertices - NifSkope and the game don t seem to care where they come from, or that there is more than one mesh in the hair (extra materials could be another matter) Re-save the new NIF. If you cannot save the NIF correctly (warning message by NifSkope about invalid array size), it is cause the NIF has degraded (I presume that there has been info loss somewhere and it has become corrupt). Load in the original Bethesda NIF and reload the OBJ , reset the color flag, and try again. It will then save ok (well it does for me). Having done that your mesh should display in the game ok, if it uses the mohawk (gray.dds) texture. If it uses the cropped texture you could be in big trouble. The cropped (short.dds) texture complex contains gaps and transparencies that can show up in the mesh - badly - what shows up differs between (my editor), TES, and the Game. Increasing mesh density along the X axis (may have) removed the problem from my original mesh (I needed a mesh 50% thinner than my original). Trying to remove the problem from the original was pointless - I even duplicated the mesh, shrank it inside the original - no effect, even when the texture was rotated 180 - so it looks like meshes inside meshes are not rendered. The solution was to use the gray.dds map (repositioned), and apply a 90% transparency - the AlphaProperty transparency flags are already pre set in the NIF (and to more than the mere basic 237 needed), so just alter the alpha value. Its not as good as the correct texturing, but adequate. Try 75% transparency for very dense (rendered) textures. Ambient lighting conditions also have an effect.
https://w.atwiki.jp/p2rdj/pages/1494.html
ピラニア・スウォーム Piranha Swarm More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools. “知識の想起”――動物(〈自然〉) DC 18 一般的な知識 DC 16 専門知識 DC 13 ピラニア・スウォーム Piranha Swarm クリーチャー3 N 大型 水棲 スウォーム 動物 出典 Bestiary 3 99ページ 知覚+9;blood 鋭敏嗅覚、夜目、鋭敏嗅覚(不明瞭)100フィート 技能 〈運動〉+8、〈軽業〉+10 【筋】+1、【敏】+3、【耐】+2、【知】-5、【判】+2、【魅】-2 Blood Scent/Blood Scent The piranha swarm can smell blood in the water from up to 1 mile away. AC 16;頑健+9、反応+10、意志+7 HP 40;完全耐性 [精密]、集団精神;抵抗 [殴打]5、[刺突]2、[斬撃]5;弱点 範囲ダメージ5、飛散ダメージ5 移動速度 水泳30フィート Feeding Frenzy/Feeding Frenzy [one-action] Each enemy in the swarm's space takes 2d6 piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes 1d6 persistent bleed damage and takes a –2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood.