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https://w.atwiki.jp/bfgmatome/pages/729.html
ゲーム情報(登録されているタグ) シリーズ>Antique Road Trip ジャンル>アイテム探し 製作会社>不明 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/12086/antique-road-trip-2-homecoming/index.html 日本語 紹介文 James and Grace Anderson take a vacation from their antiques business, only to find themselves the new owners of another shop! Help them save the store by collecting treasures and selling them for a tidy profit. Explore lush scenes from Montana, Wisconsin Louisiana and solve new, unique puzzles in this challenging Hidden Object game! Fun gameplay Exciting puzzles Open up another antiques shop! Play Antique Road Trip USA 画像 « » var ppvArray_0_5f5c3134c0f9804ff374af8ada9a0f01 = new Array(); ppvArray_0_5f5c3134c0f9804ff374af8ada9a0f01[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Antique+Road+Trip+2%3A+Homecoming&file=en_antique-road-trip-2-homecoming-screen1.jpg ; window.onload=function(){ ppvShow_0_5f5c3134c0f9804ff374af8ada9a0f01(0); }; function ppvShow_0_5f5c3134c0f9804ff374af8ada9a0f01(n){ if(!ppvArray_0_5f5c3134c0f9804ff374af8ada9a0f01[n]){ alert( 画像がありません ); return; } ppv_0_5f5c3134c0f9804ff374af8ada9a0f01$( ppv_img_0_5f5c3134c0f9804ff374af8ada9a0f01 ).src=ppvArray_0_5f5c3134c0f9804ff374af8ada9a0f01[n]; ppv_0_5f5c3134c0f9804ff374af8ada9a0f01$( ppv_link_0_5f5c3134c0f9804ff374af8ada9a0f01 ).href=ppvArray_0_5f5c3134c0f9804ff374af8ada9a0f01[n]; ppv_0_5f5c3134c0f9804ff374af8ada9a0f01$( ppv_prev_0_5f5c3134c0f9804ff374af8ada9a0f01 ).href= javascript ppvShow_0_5f5c3134c0f9804ff374af8ada9a0f01( +(n-1)+ ) ; ppv_0_5f5c3134c0f9804ff374af8ada9a0f01$( ppv_next_0_5f5c3134c0f9804ff374af8ada9a0f01 ).href= javascript ppvShow_0_5f5c3134c0f9804ff374af8ada9a0f01( +(n+1)+ ) ; } function ppv_0_5f5c3134c0f9804ff374af8ada9a0f01$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } videoプラグインエラー 正しいURLを入力してください。 備考 レス一覧 コメント コメント すべてのコメントを見る トップページに戻る
https://w.atwiki.jp/m_shige1979/pages/1512.html
デプロイ(PHP) 概要 PHP用の環境を構築して、ソースコードをデプロイする方法 アプリケーションを作成 「New App」をクリック アプリケーションを選択する(今回はPHPを選択) 仮想マシンを選択(AWS US Eastを選択) サブドメインを選択して「Create App」をクリック 色々な処理が実行され、この画面を表示する 「Services」を選択 「MySQL」を選択する 「MySQL」が選択されていることを確認 データベース名を入力して「Create」をクリック 作成されたことを確認 取得されたURLで確認 ソースコードを準備して簡易デプロイ 対象ソース ソースコードを準備して、ソースコードが存在するディレクトリへ移動 c \ cd C \pleiades_works\appfog\m_shige1979_test0001 C \pleiades_works\appfog\m_shige1979_test0001 「af login」で登録したメールアドレスとパスワードで認証する C \pleiades_works\appfog\m_shige1979_test0001 af login Attempting login to [https //api.appfog.com] Email ********@test.com Password ********* Successfully logged into [https //api.appfog.com] C \pleiades_works\appfog\m_shige1979_test0001 「af update アプリケーション名」でデプロイする C \pleiades_works\appfog\m_shige1979_test0001 af update m_shige1979_test0001 Uploading Application Checking for available resources OK Packing application OK Uploading (0K) OK Push Status OK Stopping Application m_shige1979_test0001 OK Staging Application m_shige1979_test0001 OK Starting Application m_shige1979_test0001 OK C \pleiades_works\appfog\m_shige1979_test0001 結果
https://w.atwiki.jp/dow2jpmodwiki/pages/48.html
9037661Morai-Heg taught us that with pain comes power. 9037662We can turn this upon our enemy. 9037667No longer a priority. 9037668Remember this place, for we shall return. 9037669Feel the Emperor s wrath. 9037670Show them fury! 9037671Concentrate fire! 9037672Hold nothing back. 9037673Make space! 9037674Push them back. 9037675Do not press the Space Marines, for we press back. 9037676Target coordinates received. 9037677Ready barrage, brothers. 9037678Deploying missiles! 9037679Fire! 9037680Make righteousness your strength. 9037681Back to battle, brother. 9037682Keep fighting! 9037683Cleansing fire. 9037684Switching fuels! 9037685Cleanse and purge. 9037686Burn them out. 9037687Overcharge plasma chambers. 9037688Plasma blast. 9037689Cursed are the enemies of Man. 9037690Load fragmentation missiles. 9037691Soft targets, brothers. 9037692Degenerate Eldar filth. 9037693Eliminate those Orks. 9037694Advance on the enemy, brothers. 9037695To war! 9037696Keep a tight grouping. 9037697Overlapping fields of fire. 9037698Stand fast, brothers. 9037699We march to glory, brothers. 9037700I have my target. 9037701This could be the end of me. 9037702I will quiet their guns. 9037703Come then. Face me alone if you dare. 9037704Beginning attack. 9037705Leave that thing to me. 9037706Suffer not the witch to live. 9037707Demolition command understood. 9037708I attack by your command. 9037709We are their doom. 9037710Low on strength, commander. 9037711Leave the gunners to us. 9037712Over there! Kill their commander! 9037713We are Space Marines! Nothing can stand against us. 9037714Eliminate the heretic! 9037715Demolition tactics, brothers. 9037716To the attack! 9037717Forward! For the Emperor! 9037718Purge them! 9037719Orders received. 9037720To glory! 9037721Understood. 9037722No mercy for the wicked. 9037723Swift march, weapons live. 9037724We run to battle. 9037725Move to engage. 9037726Arms live. March. 9037727All weapons are ready. 9037728Drop sentry gun on this position. 9037729Get a Tarantula here now. 9037730Excellent. 9037731Point taken, commander. 9037732For the glory of the Imperium. 9037733Take it for the Emperor, brothers. 9037734Secured. 9037735Take that emplacement. 9037736We have it, and we shall hold it. 9037737Take that strategic point. 9037738Site secured. 9037739My brothers will avenge me… 9037740Avitus here… Support needed… 9037741Praise the Emperor’s will! 9037742Outstanding! 9037743Damnation. 9037744Weakness is not allowed. 9037745Acknowledged. 9037746I will not fail. 9037747Executing. 9037748Understood. 9037749By your command. 9037750Absolutely. 9037751Heard and understood. 9037752I have my orders. 9037753Yes. 9037754I obey. 9037755I understand. 9037756Affirmative. 9037757My skills have increased. 9037758None can stand before me. 9037759Emperor’s blessing! 9037760My rage has but begun! 9037761Here. Within. 9037762Taking firing position. 9037763Boarding transport. 9037764Load in, brothers. 9037765Set up firing position in there. 9037766We ride within. 9037767This way. 9037768Time to redeploy. 9037769Proceed on foot. 9037770Leave no xenos or heretic alive! 9037771Lay them low! 9037772For the Emperor! 9037773It is too much… too much! 9037774I… I cannot…! 9037775Stand with your brothers! 9037776Bodies break but our wills endure! 9037777Seek redemption in the blood of your enemies. 9037778For honor and the Emperor. 9037779Onward, then. 9037780I hear and obey. 9037781Advance. 9037782Understood. Going there now. 9037783Move! 9037784Repositioning. 9037785Quick! 9037786With all due speed, commander. 9037787Disengage and reposition! 9037788Cover! Go, GO! 9037789In position. 9037790Devastator Marines in place. 9037791Moving. 9037792Very well. 9037793Cover. Excellent. 9037794Brothers, we go. 9037795With me! 9037796Adjust your positions. 9037797Formation, brothers! Go! 9037798March. Remain alert. 9037799This way! With me! 9037800Take cover there! 9037801Onward. 9037802To battle, brothers. 9037803Our path is blocked. 9037804Impasse. 9037805No bridge. 9037806We cannot cross here. 9037807We re pinned! 9037808Enemy has us in the open! 9037809Devastators drawing enemy fire. 9037810They are cutting us to pieces! 9037811Can t hold out much longer! 9037812Cornered! 9037813To the fallback position! 9037814Withdraw. 9037815We cannot win here, fall back! 9037816Back to a stronger position! 9037817Retreat and recover. 9037818Get back, regroup. 9037819Avitus here. 9037820Avitus reporting. 9037821Orders? 9037822Your command? 9037823Devastator Marines, ready for combat. 9037824Our weapons are ready. 9037825Devastators. 9037826New orders for us? 9037827Tell me your will 9037828This is Avitus. 9037829Avitus. 9037830This is sergeant Avitus. 9037831Scourge the enemy! 9037832I may die, I may triumph, but I will never surrender. 9037833I ve come to punish the unworthy. 9037834In battle, we are the masters. 9037835I cannot rest while our enemies live. 9037836A field asset. Secure it. 9037837Objective ahead, commander. 9037838I see a strategic point. 9037839Strategic location in sight. 9037840Eldar! Purge them once and for all! 9037841Eldar targets spotted. 9037842The Imperial Guard. Why do they need rescuing this time? 9037843Anyone can be a Guardsman it seems. 9037844That smell? Ork filth. 9037845Orks. Make ready. 9037846Hostile forces spotted. 9037847Enemy unit. 9037848Bah, they hide behind their guns. 9037849The master of the scum. 9037850Enemy troops! 9037851Sighted a large hostile. 9037852Beware the sorcerer! 9037853Hostile vehicle sighted. 9037854Can you hear that? Enemy walker. 9037855Brother Space Marines. 9037856Tyranid contact. 9037857Ready yourselves. The Tyranids are here. 9037858Hold up. 9037859Halt. 9037860Pause. Assess the terrain. 9037861Break off the attack. 9037862Belay the attack. 9037863Do we have a new destination? 9037864Ready to reassign. 9037865Another enemy crushed. 9037866Target destroyed. 9037867Hostile gunner silenced. 9037868It died like all the rest. 9037869More corpses. 9037870Heretic eliminated. 9037871Demolition complete. 9037872Their walker is down. 9037873Direct our wrath anew! 9037874Silenced their guns. 9037875Strike the head to kill the beast. 9037876We took down the beast! 9037877One less heretic. 9037878Emplacement destroyed. 9037879Vehicle disabled. 9037880Walker down. 9037881Target demolished. 9037882…and devastation hath been visited upon the unworthy… 9037883That emplacement is rubble. 9037884Righteous devastation. 9037885Vehicle destroyed. 9037886Enemy walker down. 9037887Incoming fire. 9037888Seek a better firing position. 9037889We are exposed targets here! 9037890The Eldar have opened fire. 9037891Eldar ambush! 9037892Greenskin fire. 9037893Only Orks make such din. 9037894Sniper! 9037895We have cover, but cannot see the sniper. 9037896The degenerate witch wants ME. 9037897Armor attacking! 9037898Remember His holy wrath, brothers! 9037899Shield yourselves! 9037900Hostile fire! 9037901Return fire, brothers! 9037902Enemy armor. Move to cover! 9037903Use cover, but strike! 9037904Stay in cover! 9037905Missile fire! 9037906They will rue the day they faced the chapter s armored fist! 9037907Tyranids attacking! 9037908The beasts are upon us! 9037909My service is not over. 9037910There is only war. 9037911Sergeant Avitus reporting. 9037912Devastator Squad reporting. 9037913Now you are a Devastator, brother. 9037914Our zeal made manifest. 9037915Remember the litanies and make ready. 9037916We have the upgrade. 9037917Let the enemy beware. It will avail him not. 9037918Instruments dead! The machine is unresponsive! 9037919Armor taking damage. 9037920Hull breach. 9037921This is a critical failure. 9037922Our instruments of death are dead! 9037923Engine unresponsive. 9037924We may recover this for our efforts. 9037925From here, we may control the flow of battle. 9037926Seizing this point shall break the enemy s hold. 9037927The time for war has come again. 9037928There is our foe. 9037929The enemies weaponry is heavy 9037930That is no mere footsoldier. 9037931The enemy deploys in force. 9037932A monstrosity awaits us. 9037933An enemy transport is here. 9037934A behemoth walks the battlefield 9037935Other Eldar have taken the field. 9037936Our sisters and brothers. 9037937The humans send their nameless rabble. 9037938The Orks have a foothold here. 9037939Orks. We must rout their uncouth kind. 9037940The human fanatics. We shall give them more reason to hate us. 9037941It is the Emperor s chosen sons. 9037942The Tyranid horror has emerged. 9037943The Tyranids have swarmed upon this place. 9037944Hold but a moment. 9037945No further for now. 9037946It is not yet time. 9037947Quiet the engines. 9037948End our progress. 9037949Our swords are keen and our souls are prepared. 9037950Join us, Banshee. 9037951The she-warriors grow in number. 9037952From the forge of Vaul to the Banshee s hand. 9037953The Banshee howls most fiercely on this day. 9037954My blade is honed, Farseer. 9037955This must not be. 9037956No. We cannot forsake our charge. 9037957Dead where they stand. 9037958Down their very throats. 9037959Only fools rush. 9037960Swiftly now! 9037961The ancients are with us. 9037962Your minds and bodies are equally clumsy. 9037963Understand the mistake you have made. 9037964Courage now. 9037965Renew, rekindle! 9037966Show them death. 9037967To war. 9037968These will fall unsung. 9037969It toys with forces it cannot understand. 9037970Join the fray, my daughters of death. 9037971Bring down the weapon. 9037972If we let that one live, we shall regret it. 9037973End its miserable existence. 9037974Destroy the psyker first. 9037975Come around and strike it. 9037976Stop it in its tracks. 9037977Show it our superior grace. 9037978Kill the human rabble. 9037979The green vermin shall die. 9037980A message for their precious Emperor. 9037981Death has come for you, human. 9037982An end to this horror. 9037983It is finished. 9037984Understood. 9037985It shall be done. 9037986At once. 9037987Fate has set her face against us. 9037988Fear the Banshee s howl! 9037989To war! To victory! 9037990Swiftly now. 9037991Just there. 9037992Let’s spank a tank, hur hur. 9037993Ready to go. 9037994I’m truckin’. 9037995Want a lift? 9037996Garrr! Let’s get fightin’! 9037997I’m wif yuh! 9038008As you say. 9038009More pressing duty calls. 9038010Engage jump packs! 9038011Aerial assault! GO! 9038012To the sky! 9038013Melta Bombs. Understood. 9038014Deploy melta bombs! 9038015Melta away! 9038016Melta bombs! 9038017Understood, brother. 9038018Pray for strength! Pray for victory! 9038019Show no mercy! 9038020We are the Emperor s chosen. 9038021Remain strong! 9038022Our enemies will fall! 9038023They fear us, brothers! 9038024Attack formation - deploy! 9038025Destroy them! 9038026It shall fall, or I will. 9038027Hold your courage, brother. 9038028Stay with us, brother. 9038029Don t give in! 9038030Go! 9038031Cut those aliens down. 9038032Drive the Greenskins back. 9038033Hit them hard. Hit them fast. 9038034We are the Emperor s mailed fist. 9038035Forward! 9038036Press the assault, brothers! 9038037My strength is low! 9038038Faith and fear cannot together dwell… 9038039Got it. 9038040I will not falter. 9038041Fight me! 9038042I will finish them. 9038043To glory! 9038044Your witchery will not save you! 9038045Forward, brothers! 9038046We go to glory. 9038047I want those guns destroyed! 9038048There! The enemy commander! 9038049Bring it down! 9038050Kill that witch! 9038051Fire on that target. 9038052Move into position. 9038053Volley fire! 9038054Do not let it escape. 9038055The cleansing begins. 9038056Into them! 9038057Moving to engage. 9038058To battle. 9038059Seek and destroy. 9038060Yes, brother. 9038061Assault Marines! Prepare for war! 9038062To the fight, brothers! 9038063Thunderhawk Drop Tarantula. 9038064Deploy sentry gun. 9038065I shall claim it. 9038066Right away. 9038067Area secured. 9038068Secured the location. 9038069Make it ours! 9038070Claimed and sanctified. 9038071I understand its importance. 9038072It is ours, commander. 9038073We will take it. 9038074Point secure. 9038075Thaddeus requesting support! 9038076Avenge me… 9038077Praise and glory! 9038078Truly we are blessed! 9038079Setbacks pass. Virtue endures. 9038080How much are we to be tested? 9038081Yes, commander. 9038082Affirmative. 9038083Understood. 9038084I live to crush the Emperor s foes. 9038085I fear nothing for I am fear incarnate. 9038086It shall be done. 9038087It will be as you say. 9038088I shall do all you command. 9038089I serve the mission. 9038090At once. 9038091Without delay. 9038092Certainly. 9038093I feel stronger. 9038094My skills have increased. 9038095Glory! 9038096Feel my wrath! 9038097Inside. 9038098Deploying. 9038099Going in now. 9038100Taking position. 9038101Boarding. 9038102Back on foot. 9038103Exiting now. 9038104Thaddeus disembarking. 9038105This way, brothers. 9038106Take position in here. Get ready to repel any attackers. 9038107Into the transport. 9038108Assault Marines deploying. 9038109We move, brothers. 9038110Deploy, brothers. 9038111Attack! 9038112For the Emperor! 9038113Clear that building, brothers! 9038114Secure that building! 9038115Now! To victory! 9038116They crumble before us! 9038117None can withstand our holy might! 9038118We need new tactics. 9038119We cannot hold. 9038120We cannot stay here! 9038121Fall back! 9038122Redeem yourselves in victory. 9038123We are Space Marines! Back to the fight! 9038124Acknowledged. 9038125Follow me, brothers! 9038126We have our orders. 9038127Relocating. 9038128Assault Squad on the way. 9038129Rapid deployment! Go! 9038130Moving out. 9038131Coordinates fixed. 9038132Redeploy! 9038133There! Go! 9038134We have our assignment. 9038135This way, brothers! 9038136Taking cover. 9038137Thaddeus, in position. 9038138Right away, commander. 9038139Moving. 9038140Right. 9038141Heading out now. 9038142Understood. 9038143Go! Show our strength! 9038144Assault squad repositioning. 9038145Reposition, mark! 9038146Assault squad on the move. 9038147Brothers, with me. 9038148Get to cover! 9038149On our way. 9038150Deploy. 9038151We have hit an obstruction, commander. 9038152Impassable. 9038153We re blocked, commander. 9038154Blocked. Should we jump it? 9038155Pinned down! Here! 9038156Exposed to weapons fire! 9038157Under suppression! 9038158We are pinned. Can you get around them? 9038159Fall back to a secure position. 9038160Withdraw! Keep in formation! 9038161We can do no more here. 9038162Fall back and regroup! 9038163To the fallback point! 9038164Thaddeus reporting in. 9038165Ready for orders. 9038166Thaddeus here. 9038167Your orders? 9038168Assault Squad ready! 9038169Assault squad ready to deploy. 9038170Assault squad. 9038171Assault Marines here. 9038172Assault squad, ready for rapid response. 9038173Ready for action. 9038174Do we have a new target? 9038175Where are we needed? 9038176Waiting for orders, commander. 9038177Accept death, but never accept failure. 9038178The Emperor protects. 9038179Waiting for your decision, commander. 9038180We are the scourge of the wicked! 9038181Target location in sight. 9038182Tactical asset spotted. 9038183Strategic point in sight. 9038184Eldar. Be alert. 9038185Eldar xenos. 9038186Weapons down, they are allies. 9038187Imperial Guard spotted. 9038188Orks. This should be quite a fight. 9038189Greenskins… 9038190Hostiles! 9038191Prepare for combat. 9038192Enemy heavy weapons in sight. 9038193That must be their commander. 9038194The enemy is here, commander. 9038195Careful! Enemy psykers on the field. 9038196Hostile vehicle spotted. 9038197Walker incoming! 9038198Well met, brothers. 9038199Looks like we have some help, commander. 9038200Tyranids! 9038201Tyranids. Their numbers are endless. 9038202Holding position. 9038203Wait. 9038204Halted. 9038205Slow down a moment. 9038206The foe has fallen by my hand. 9038207It is done. 9038208Their weapon has been silenced. 9038209A great blasphemer has fallen. 9038210Pathetic. 9038211One less heretic. 9038212Target destroyed! 9038213Fall! 9038214Well done, brothers! 9038215Another triumph, brothers! 9038216Their champion lies broken. 9038217They cannot stop us. 9038218Die you wretched thing! 9038219No sorcery pierces faith. 9038220That walking nightmare is done for. 9038221It is done. Move on. 9038222Cleanse the ground and proceed. 9038223No shelter for the enemy. 9038224Enemy vehicle destroyed. 9038225We have triumphed. 9038226Xeno walker down. 9038227Under hostile fire. 9038228Close the gap! 9038229Under fire without cover! 9038230Gunners have us in the open. 9038231Eldar. Close and engage! 9038232Engaged by Eldar. 9038233Foul Greenskins! 9038234Orks are firing on us. 9038235Sniper fire. 9038236We have a hidden shooter. 9038237Cursed heretic! 9038238Enemy barrage! 9038239It takes more than flames to frighten us. 9038240Under fire from enemy armor. 9038241Warp powers. 9038242Barrage! Find cover! 9038243Close on the enemy s guns! 9038244Press on to the last! 9038245Keep your heads down! 9038246The Tyranids are attacking! 9038247Tyranid assault! 9038248I am far from finished. 9038249It takes more than that to stop a Space Marine. 9038250Thaddeus reporting for duty. 9038251Assault Marines ready. 9038252Take your position, brother. 9038253We are ready. 9038254To better serve the Emperor. 9038255Equipment check complete. 9038256Glory in victory, honour in death. 9038257Incoming fire. 9038258Engaged. 9038259The enemy is in range. 9038260Do not fail the Emperor 9038261The Machine Spirit is leaving this vehicle. 9038262Weapons offline. 9038263Unable to manoeuver. 9038264New toys for burna boyz! 9038265At’s more like it! 9038266Bashy smashy! 9038267Bigga IS bettah! 9038268Biggest is BESTEST! 9038269Bomb gots nails innit or somefing… 9038270Burnin’ fer YOU. 9038271Dat’ll shred! 9038272Dis ll make some right big oles in em. 9038273Hm. Gitfinda. ‘S awright. 9038274I always wanted one a dese… 9038275I’ll make ‘em CRY. 9038276It’ll ping right off. 9038277Lemme use it lemme use it lemme use it! 9038278Now at s sharp! 9038279Now DAT’s a choppa! 9038280Now GUNS go fasta?!? 9038281Oh, dat’ll leave a mark. 9038282Oi, go fasta! 9038283Oo’s a bright spark now? 9038284S more beautiful ‘an I could imagine. 9038285Upgrade received, boss. 9038286Yay. I feel good. 9038287Let s see dem gits dent me wagon now! 9038288We broke th’ ‘off’ switch! 9038289You should see it. Humies just fly to bits! 9038290Ooooh, special ammo! 9038291After I shoots it, me ears bleed! 9038292After yuh spatter a few, it smells GREAT! 9038293Betta, stronga, killier. 9038294Smell dat? It’s roasted YOU. 9038295Zip, swish, BOOM! 9038296’Elp! Dey makin’ me tank me coffin! 9038297Boss, I’m sore dented ‘ere! 9038298Lousy tin can comin apart! 9038299Oi, dere s stuff on fire in ere! 9038300I gots a flat! 9038301Zog it! Dey broke da axle! 9038302Open ground is dangerous. Follow me. 9038303Fleet and light. 9038304To cover. 9038305We must make haste. 9038306That way, Banshees. 9038307Let us give the enemy a more difficult target. 9038308Shake free of them. 9038309The way is shut. 9038310The path is barred, a wall is there. 9038311We re pinned under enemy fire! 9038312They have us pinned! 9038313We re suppressed! 9038314We re surrounded by enemy fire! 9038315There will come a better opportunity. 9038316Recklessness will serve us ill. 9038317There is always a task to come. 9038318What does the Farseer command? 9038319Guide us where you will. 9038320Let your sight guide us to our target. 9038321In the fury of battle will you find stillness. 9038322The enemy has only begun to pay. 9038323Their commanders fall just as their masses do. 9038324Their footsoldiers were little enough trouble. 9038325They fell in blood. 9038326The hellish thing is no more. 9038327The minor psyker s crude affronts are at an end. 9038328Banshees, we are victorious. 9038329Well fought, daughters! 9038330We have silenced the enemy gun. 9038331Another champion fallen to our blades. 9038332Our scream was the last they ever heard. 9038333Our foes are fragile things indeed. 9038334One less horror plagues the land. 9038335Their untrained psychic mind has met a suitable end. 9038336An excellent shot. It suffices. 9038337We have shattered the building. 9038338We have made rubble of it. 9038339The vehicle is down. Finish off any that flee. 9038340So they resist us. 9038341We are assailed. 9038342They are attacking from range. 9038343Two-Handed Hammer 9038385They shall be smashed and scattered 9038386Dey s as good as splattered already. 9038387Gonna paint da inside nice n red. 9038388With this, and faith, I am unstoppable! 9038389Press onward! 9038390Take courage! 9038391Dat s too far! 9038392I can t shoot it from in ere, ya zoggin squig-muncher! 9038393I ll rip dere pointy heads right off! 9038394Dose boyz messed wiv da wrong Ork. 9038395Stomp dose nids in ta paste! 9038396Let s break dat! 9038397Nothin stands in me way! 9038398We ll smash it right propa. 9038399Cave it in! 9038400Bash dat humie beacon. Bash it! 9038401Let s shut er down, boyz! 9038402Right. Snap dat Eldar shoota in half. 9038403I hate healing! Hate it! 9038404Put a boot in dat nid bum-gun! 9038405Smash it! Dey ain t gettin nuffin from ere! 9038406Oi! Grots in dere! You gonna die! 9038407Bash dat humie shoota! 9038408No other Ork s gonna put up no banner! 9038409Ooh, a naff Eldar gate… Kill it! 9038410What!? Dat s a Grot s job! Fine! 9038411Right, it s yours now. Now get me to a fight!!! 9038412Vict ry, izzit? We ll get it done. 9038413Dis ere is ours now, ya gitz! Jus try to take it from us! Try! 9038414Too much zoggin dakka! Get ta cover! 9038415Get behind somethin ya gits! Now!! 9038416Nobz in ere. Wot you want? 9038417Yeah, I m in ere. What izzit? 9038418Get some boyz over ere. Dere s a resource point ere. 9038419Dere s da victory target! 9038420Gargh! Some of our teammates are here! Skul em all I say… 9038421Hur hur! Smashed it. 9038422No one usin dat tunnel no more! 9038423Humie beacon s smashed. Now can we kill some actual humies?! 9038424Dey won t be botherin us no more. 9038425Nice n dead in dere. 9038426Dey s been redecorated… 9038427Nothing but smoke an meat in dere now. 9038428Lights out, ya gitz! 9038429I love killin Eldar! They break so nice! 9038430Hah! Put me foot right thru dat pointy-eared git! 9038431One less Ork ta bother me! 9038432Killin Orks is fine practice… 9038433Dat humie s helmet iz mine! I killed him meself! 9038434Angels of Deff me shiny green arse… 9038435Got nid splatta all over meself. 9038436So little time, so many ta kill… 9038437Smashed it. 9038438Way s clear! Lets get ta killin ! 9038439Eldar shootas break jus like Eldar bones. 9038440No more healin !!! 9038441Dat Nid shoota ole? I killed it. 9038442D ere post s nuffin but scraps an bitz now. 9038443You Grots wuz shootin me?! ME!?! Not no more! 9038444Right, we smashed dat buildin in. 9038445Nuffin but rubble an a little blood. 9038446Demolished. 9038447Humie turret s scrap. 9038448Dat other boss s banner is down, trampled an spat on. 9038449Heh! Eldar gear makes sparklies when it breaks… 9038450Oy! Gitz are tryin ta burn us out! 9038451Get out! We z on fire! Get out! 9038452Some gitz shootin from hiding! Rush em! 9038453Sniper… Find em, rush em and kill em! 9038454Hah! We z stuck in now! 9038455You gonna chop me? I m gonna kill you! 9038456Now dis is livin ! 9038465Assault order. I obey. 9038466Assault engaged! 9038467There! Our target! 9038468Use this wisely. 9038469Take it, my brother! 9038470Here! 9038471I shall see to it. 9038472I will take care of it! 9038473I can stymie their tricks. 9038474I shall disable it personally. 9038475It is impaired! 9038476I have interfered with it. 9038477It will be swift. 9038478Watch for shrapnel! 9038479Grenade! 9038480There is honor in each scar. 9038481Let me help you! 9038482You are going to make it! 9038483Attack! 9038484Forward! 9038485Charge! 9038486To the front! 9038487Strike hard! Before they flee! 9038488Cleanse the decadent! 9038489Eldar abominations! 9038490Be ready for their tricks. 9038491Charge the beasts! 9038492Meet their brutality with discipline. 9038493Cleanse the Orks. 9038494Orks beware! 9038495This is the… end. 9038496I am in pain, my brothers. 9038497No! I refuse to… die… 9038498I… aid me! 9038499I require aid. 9038500I know you won’t abandon me. 9038501Do not slacken! 9038502I may need to fall back. 9038503No! 9038504I cannot fully fight here! 9038505Show them the Emperor’s wrath 9038506Now is OUR time. 9038507Rally point assigned. 9038508Coordinates are clear. 9038509I move with all haste. 9038510Angelos reporting. 9038511Inform me. 9038512We are under fire. 9038513Enemies up range. 9038514They have engaged with us. 9038515We have an unseen sniper! 9038516Incoming enemy fire! 9038517We are targets. 9038518They have us in their sights. 9038519Armor is firing on us. 9038520The Eldar are firing. 9038521We are harried by Eldar. 9038522Eldar witch! Look out! 9038523Eldar skimmers - firing! 9038524Ork shooters! 9038525Orks have opened fire. 9038526This is an Ork assault. 9038527Ork vehicle - shooting! 9038528I fight on. 9038529I knew you would rescue me. 9038530Angelos engaging. 9038531I am at the battle. 9038532Support! 9038533It is ready for use! 9038534Yes, this shall serve. 9038535Upgraded ordnance, good. 9038536Use the new armor! 9038612WARGEAR DROPPED 9038710Thunder Hammer 9038711Effective against infantry and has a chance to knockback. 9038733Superior Bolter 9038821Squads All 9038822Squads Assault 9038823Squads Tactical, Devastator 9038824Squads Commander, Tactical, Assault, Devastator 9038826Squads Commander, Tactical, Assault, Devastator 9038830Squads Scout 9038831Squads Scout 9038833Squads Commander, Tactical, Assault, Devastator 9038837Squads Commander, Tactical, Assault, Devastator, Scout 9038841Squads Commander, Tactical, Assault 9038842Squads Commander, Tactical, Assault, Scout 9038846Squads Commander, Devastator 9038850Squads Commander, Devastator 9038852Squads Commander, Devastator 9038853Squads Commander, Devastator 9038854Squads Commander, Assault 9038857Squads Commander, Tactical, Assault, Devastator 9038860Squads Scout 9038863Squads Commander Terminator, Tactical Terminator, Devastator Terminator 9038865Squads Commander, Tactical, Assault 9038870Squads Commander 9038872Squads Commander, Assault 9038873Squads Commander, Assault 9038874Squads Commander Terminator, Assault Terminator 9038875Squads Commander 9038876Squads Commander 9038959Superior Heavy Bolter 9038960Heavy Bolter 9038962Squads Commander, Tactical, Assault, Devastator, Scout 9038963Squads Commander, Devastator 9038964Piercing Weapon 9038966Superior Sniper Rifle 9038969Squads Scout 9038998You fight well against Guardsmen and brute-force attacks. 9038999I wonder how you will fare against one who strikes from the shadows. 9039006One shot, one kill. 9039009Of all the enemies I have faced, you are the first I would consider worthy. 9039010You are also, it seems, to be the last… 9039046Heavy Flamer 9039047Combat Shotgun 9039048Squads Scout 9039054M36 Issue, Triple Redundant Magnacore Type 9039058Superior Power Armor 9039059Squads Commander, Tactical, Assault, Devastator 9039061Power Armor 9039070Squads Scout 9039072Carapace Armor 9039073Armor 9039074Squads Scout 9039076The Lion s Roar 9039079Squads Commander, Devastator 9039081Argentus Fury 9039084Squads Commander, Tactical, Assault, Devastator, Scout 9039086Cold Mercy 9039089Squads Scout 9039091Endless Purgation 9039092Flamer 9039094Squads Commander, Tactical, Assault, Scout 9039100Emperor s Justice 9039101Combat Shotgun 9039103Squads Scout 9039122CYRUS SPOTTED 9039126Combat Shotgun 9039137Scout Sergeant 9039177Squads Commander, Tactical, Assault, Devastator 9039186Plasma Pistol 9039191Terminator Armor 9039194 Arcing Purity Type 9039196M40 Astartes Issue - MKIIa 9039205Assault Marine Issue 903920640 Defense 9039207Tactical Issue 903920850 Defense 9039210Power Armor 9039223Vulkan s Wrath 9039224Plasma Cannon 9039226Squads Commander, Devastator 9039228Decreased Range 9039239Squads Commander, Devastator 9039240The Sacred Lance 9039243Squads Commander, Devastator 9039256Tyranid Lictor 9039284Techmarine (Hero) 9039285Can construct turrets and the field ops. 9039287Build Structures 9039290Can construct support structures and repair vehicles. Has Heavy Bolter, Predator, Terminator. 9039291Techmarine 9039319Bolter 9039322Squads Commander, Tactical, Assault, Devastator, Scout 9039334SM Teleporter Relay 9039335Build a Teleporter Relay where allied units can heal and reinforce squads, as well as provide a fall back point. 9039337Teleporter Relay Beacon 9039338Building 9039346Frag Grenade 9039347Throw a grenade which damages and disrupts infantry. Grenades ignore cover and are effective against garrisoned buildings. 9039462Techmarine 9039463Commander 9039482SM Deployable Cover 9039483Build heavy cover. 9039485Deployable Cover 9039531Sniper Rifles 9039532Sniper rifles require a brief setup time, but are highly effective at sniping infantry from a distance, and killing units in buildings. 9039618Squads Commander, Tactical, Assault, Devastator 9039700Tyranid Hormagaunt 9039703Tyranid Zoanthrope 9039706Tyranid Hive Tyrant Boss 9039713Smash! Maim! Destroy! 9039714Tyranid Lictor 9039715Consume mass quantities! 9039716Tyranid Zoanthrope 9039717Smash! Maim! Destroy! 9039718Tyranid Hive Tyrant 9039719Consume mass quantities! 9039720Tyranid Hormagaunt 9039727Healed! 9039728Healing Boss! 9039820Superior Bolt Pistol 9039823Squads Commander, Tactical, Assault 9039827Squads Commander, Assault 9039828Superior Chainsword 9039829Chainsword 9039831Squads Commander, Tactical, Assault 9039832Thunder Hammer 9039879Plasma Gun 9039880Plasma Gun 9039882Squads Commander, Tactical, Assault, Devastator 9039883Lamentation of Heretics 9039884Plasma Gun 9039886Increased Rate of Fire 9039887Reduced Range 9039888Squads Commander, Tactical, Assault, Devastator 9039897The Wolf s Barding 9039901Squads Commander, Tactical, Assault, Devastator 9039902The Mail of Zeal 9039906Squads Commander, Tactical, Assault, Devastator 9039911Squads Scout 9039913Requires Level %1LEVEL% 9039914Heavy battle tank. Equipped with ranged weapons that are effective against infantry and vehicles. 9039915Space Marine Predator 9039916Predator 9039917Vehicle 9039918Predator Tank 9039924Razorback Transport 9039930Transports infantry units across the battlefield and allows nearby squads to reinforce. 9039931Razorback 9039932Razorback 9039933Vehicle 9040004The Fang of Fenris 9040005Power Axe 9040007Squads Commander, Assault 9040018Dorn s Retribution 9040024Squads Commander 9040025discretionary 9040026Health 9040027Health Regeneration 9040028Melee Damage 9040029Melee Skill 9040030Ranged Damage 9040031Effectiveness Vs Cover 9040032Energy 9040033Energy Regeneration 9040091Crusader s Zeal 9040092Chainsword 9040094Squads Commander, Tactical, Assault 9040104Secure the Fortress 9040105Bane of Fiends 9040106Heavy Bolter 9040108Squads Commander, Devastator 9040109No Setup Time 9040111Reduced Weapon Range 9040120Removes All Health Regeneration 9040127Terminator Assault 9040130Deadly veterans of a thousand campaigns, Assault Terminators are very powerful heavy melee infantry units. Highly durable, immune to suppression and can teleport. 9040131Terminator Assault Squad 9040132Terminator Assault Squad 9040133Heavy Infantry 9040137Thunder Hammer and Storm Shield 9040139Gordian 9040148Move Gordian to the Capillary Tower 9040149Move Apothecary Gordian to the Capillary Tower to begin the Bio-Toxin injection. 9040150Move Gordian to the Overlook 9040151Defend Gordian 9040152Administer the Bio-Toxin to the capillary veins.
https://w.atwiki.jp/thecockrockshockpop/pages/453.html
http //www.wingertheband.com/ member Kip Winger vocal, bass Reb Beach guitar Rod Morgenstein drums John Roth guitar ex-member Paul Taylor keyboards CDBetter Days Comin' IV In The Heart Of The Young Winger DVDLive ( 2007 ) Live @ The Palace Of Auburn Hills, MI October 14th 1990 LiveLive @ Club Citta', Kawasaki January 11st 2014 sat Live @ Yokohama Blitz, Kanagawa Nov. 9th 2007 Autograph2014 2007 CD Better Days Comin April 22 2014 1. Midnight Driver of A Love Machine / 2. Queen Babylon / 3. Rat Race / 4. Better Days Comin / 5. Tin Soldier / 6. Ever Wonder / 7. So Long China / 8. Storm in Me / 9. Be Who You Are, Now / 10. Out of This World IV October 25th 2006 1. Right Up Ahead / 2. Blue Suede Shoes / 3. Four Leaf Clover / 4. M16 / 5. Your Great Escape / 6. Disappear / 7. On A Day Like Today / 8. Livin Just To Die / 9. Short Flight To Mexico / 10. Generica / 11. Can T Take It Back / 12. Blue Suede Shoes ( acoustic ver. / JP Bonus Track ) In The Heart Of The Young August 25th 1990 1. Can t Get Enough 2. Loosen Up 3. Miles Away 4. Easy Come Easy Go 5. Rainbow In The Rose 6. In The Day We ll Never See 7. Under One Condition 8. Little Dirty Blonde 9. Babtized By Fire 10. You Are The Saint 11. In The Heart Of The Young Winger December 21st 1988 1. Madalaine / 2. Hungry / 3. Seventeen / 4. Without The Night / 5. Purple Haze / 6. State O Emergency / 7. Time To Surrender / 8. Poison Angel / 9. Hangin On / 10. Headed For A Heartbreak / 11. Higher Higher DVD Live ( 2007 ) November 9th 2007 1. Blind Revolution Mad / 2. Loosen Up / 3. Easy Come Easy Go / 4. Your Great Escape / 5. Down Incognito / 6. Rainbow in The Rose / 7. Generica / 8. Junk Yard Dog / 9. Right Up Ahead / 10. Reb s Guitar Solo / 11. You Are The Saint, I Am The Sinner / 12. Rod s Drum Solo / 13. Headed For A Heartbreak / 14. Can t Get Enough / 15. Seventeen / 16. Who s The One / 17. Miles Away / 18. Madalaine Live @ The Palace Of Auburn Hills, MI October 14th 1990 1. Madalaine / 2. LOOSEN UP / 3. You Are The Saint, I Am The Sinner / 4. Easy Come Easy Go / 5. Drums Solo ~ Crowed Cheer / 6. Guitar Solo / 7. Seventeen / 8. Headed For A Heartbreak / 9. Can t Get Enough Live Live @ Club Citta , Kawasaki January 11st 2014 sat Kawasaki Rock City 2014 Day 2 1. Pull Me Under / 2. Can t Get Enuff / 3. Madalaine / 4. Hungry / 5. Seventeen / 6. Without the Night / 7. Purple Haze / 8. State of Emergency / 9. Time to Surrender / 10. Poison Angel / 11. Hangin On / 12. Headed for A Heartbreak / 13. Down Incognito / 14. Easy Come Easy Go Kip Winger (vo,b), Reb Beach (g), Rod Morgenstein (ds), John Roth (g), Paul Taylor (key) Live @ Yokohama Blitz, Kanagawa Nov. 9th 2007 1. S.E. / 2. Blind Revolution Mad / 3. Easy Come Easy Go / 4. Your Great Escape / 5. Down Incognito / 6. Hungry / 7. Jam ~ Country Song / 8. Miles Away / 9. Rainbow In The Rose / 10. Generica / 11. Reb s Guitar Solo / 12. You Are The Saint, I Am The Sinner / 13. Rod s Drum Solo / 14. Headed For A Heartbreak / 15. Can t Get Enough / 16. Madalaine / 17. Seventeen Autograph 2014 Kip Winger Reb Beach Rod Morgenstein John Roth Paul Taylor 2007 Kip Winger Reb Beach Rod Morgenstein John Roth
https://w.atwiki.jp/ktonegaw/pages/29.html
1)動画のダウンロード関連リンク YouTubeから動画をダウンロード http //www.piyo2.info/project_youtube_download/ ニコニコ動画、YouTubeから動画をダウンロード http //www.vid-dl.net/ http //www.piyo2.info/project_youtube_download/ Qoogle Video (YouTube動画ダウンロード) http //www7.ocn.ne.jp/~otoku/free-s-download-17.htm Video Downloader (Google Video, YouTube動画のダウンロード) http //www7.ocn.ne.jp/~otoku/free-s-download-07.htm ダウンロード高速化(フリーソフト) iGetter (Mac) http //www.igetter.net/ ゲッター1 (Windows, Mac) http //solidbluesky.com/getter1.html Macのネット環境高速化(フリーソフト) dolipo http //drikin.com/dolipo/ 説明1 http //veadardiary.blog29.fc2.com/blog-entry-1483.html 説明2 http //www.atmarkit.co.jp/fnetwork/tanpatsu/23dolipo/01.html 2)動画ファイルの変換 Macintosh用 携帯動画変換ちゃん(無料)MPEG2, FLV - MP4, 3gp http //micono.hp.infoseek.co.jp/3gpp/index.html Mac OS X でYouTubeをダウンロードしてmp4に変換する方法 http //blog.skeg.jp/archives/2006/11/mac_os_x_youtubemp4.html Windows用 携帯動画変換君(無料)MPEG2, FLV - MP4, 3gp http //www.forest.impress.co.jp/lib/home/ktai/ktaipic/keitaidouga.html 3)Flashプレーヤー(FLVファイルプレーヤー) Macintosh用 SWF FLV Player 3.7 (Mac) http //cowscorpion.com/MultimediaPlayer/SWFFLVPlayer.html Windows用 FLV Player 2.0.25 http //www.altech-ads.com/product/10002577.htm その他のWindows用FLV Player http //www.katch.ne.jp/~kakonacl/douga/flv_flashplayer/flv_flashplayer.html 4)DVDのリッピングツール(DVDのデータをパソコンに取り込むツール) HandBrake(Mac用) http //blog.smatch.jp/yamasaki/archive/387 http //jamz.jp/blog/2007/02/ripping-dvd-on-mac.html http //tokyo.secret.jp/macs/dvd-1.html MacTheRipper (Mac用) http //www.undermountain.biz/archives/115
https://w.atwiki.jp/bfgmatome/pages/415.html
ゲーム情報(登録されているタグ) ジャンル>アドベンチャー ジャンル>パズル 製作会社>Kheops Studio 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/4431/echo-secret-of-the-lost-cavern/index.html 日本語 紹介文 Walk the path of Arok, a prehistoric tribesman in search of his destiny in Echo Secret of the Lost Cavern. His journey will take him into the heart of an enchanted mountain and through a cavernous maze. Armed with his wits, and the help of a mysterious spirit guide, Arok seeks out magic cave paintings to help him solve cunning puzzles and face deadly traps. Modeled after the real-world cave network of Lascaux in France, this Adventure game is sure to challenge and inspire. Clever and intuitive puzzles. Breath-taking environments. Explore the Lascaux cavern. Get help at our Forums Get the Strategy Guide! 画像 « » var ppvArray_0_75e01b41acaf6489c147a81bb70e6a5b = new Array(); ppvArray_0_75e01b41acaf6489c147a81bb70e6a5b[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Echo%3A+Secret+of+the+Lost+Cavern&file=en_echo-secret-of-the-lost-cavern-screen1.jpg ; window.onload=function(){ ppvShow_0_75e01b41acaf6489c147a81bb70e6a5b(0); }; function ppvShow_0_75e01b41acaf6489c147a81bb70e6a5b(n){ if(!ppvArray_0_75e01b41acaf6489c147a81bb70e6a5b[n]){ alert( 画像がありません ); return; } ppv_0_75e01b41acaf6489c147a81bb70e6a5b$( ppv_img_0_75e01b41acaf6489c147a81bb70e6a5b ).src=ppvArray_0_75e01b41acaf6489c147a81bb70e6a5b[n]; ppv_0_75e01b41acaf6489c147a81bb70e6a5b$( ppv_link_0_75e01b41acaf6489c147a81bb70e6a5b ).href=ppvArray_0_75e01b41acaf6489c147a81bb70e6a5b[n]; ppv_0_75e01b41acaf6489c147a81bb70e6a5b$( ppv_prev_0_75e01b41acaf6489c147a81bb70e6a5b ).href= javascript ppvShow_0_75e01b41acaf6489c147a81bb70e6a5b( +(n-1)+ ) ; ppv_0_75e01b41acaf6489c147a81bb70e6a5b$( ppv_next_0_75e01b41acaf6489c147a81bb70e6a5b ).href= javascript ppvShow_0_75e01b41acaf6489c147a81bb70e6a5b( +(n+1)+ ) ; } function ppv_0_75e01b41acaf6489c147a81bb70e6a5b$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } 備考 レス一覧 493 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/04(水) 15 34 36 ID 1lPL2gdy 本家サイトのLarge filesにある Echo - Secret of the Lost Cavern アドベンチャーゲームらしいけど、遊んだ方いらっしゃいますか? どんなゲームでどのくらい遊べるか、教えてください。 494 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/04(水) 16 00 39 ID taDXaQ/d . 493 ttp //www.4gamer.net/games/021/G002199/20050610134844/ Return to Mysterious IslandやSafecrackerのKheops Studioなので、 多分ゲームシステムやグラは似た感じ 仏語かもしれんが、一応デモがあった↓ ttp //www.clubic.com/demo-jeux-video-1786-0-au-coeur-de-lascaux-demo-jouable-1.html 497 名前: 493 [sage] 投稿日: 2010/08/04(水) 17 37 28 ID Q1PUyUIW . 494 ありがとう。 ゲームリンク先の ttp //www.bigfishgames.com/download-games/4431/echo-secret-of-the-lost-cavern/index.html のindex部分をdownloadにしたら、デモ版がダウンロードできたよ。 仰るとおりReturn to Mysterious Islandの雰囲気、ゲームシステムですね。 1時間やってみて、買うかどうか決めますわ。 コメント 名前 コメント トップページに戻る
https://w.atwiki.jp/matchmove/pages/74.html
Exporting to Your Animation Package Once you are happy with the object paths and tracker positions, use the Export menu items to save your scene. The following options are currently available (note that this list is constantly being expanded; check the web site) · 3ds max 4 or later (Maxscript). Should be usable for 3D Studio MAX 3 as well. Separate versions for 3dsmax 5 and earlier, and 3dsmax 6 and later. · After Effects (via a special maya file) · Bentley Microstation · Blender · Carrara · Cinema 4D (via Lightwave scene) · Combustion · ElectricImage (less integrated due to EI import limitations) · FLAIR motion control cameras (Mark Roberts Motion Control) · Flame (3-D) · Fusion 5 · Hash Animation Master. Hash 2001 or later. · Houdini · Inferno 3-D Scene. · Lightwave LWS. Use for Lightwave, Cinema 4D · Maya scene file · Mistika · Motion – 2-D · Nuke (D2 Software, subsidiary of Digital Domain) · Particle Illusion · Poser · Realsoft 3D · Shake (several 2-D/2.5-D plus Maya for 3-D scenes) · SoftImage XSI, via a dotXSI file · Toxik · trueSpace · Vue 5 and 6 Infinite · VIZ (via 3ds Max scene) SynthEyes offers a scripting language, SIZZLE™, that makes it easy to modify the exported files, or even add your own export type. See the separate SIZZLE User Manual for more information. New export types are being added all the time, check the export list in SynthEyes and the support site for the latest packages or beta versions of forthcoming exporters. General Procedures You should already have saved the scene as a SynthEyes file before exporting. Select the appropriate export from the list in the File/Exports area. SynthEyes keeps a list of the last 3 exporters used on the top level of the File menu as well. Hint SynthEyes has many exports. To simplify the list, clickScript/System Script Folder, create a new folder “Unused” in it, and move all the scripts for applications you do not use into that folder. You will have to repeat this process when you later install new builds, however. There is also an export-again option, which repeats the last export performed by this particular scene file, with the most-recently-used export options, without bring up the export-options dialog again to save time for repeated exports. When you export, SynthEyes uses the file name, with the appropriate file extension, as the initial file name. By default, the exported file will be placed in a default export folder (as set using the preferences dialog). In most cases, you can either open the exported file directly, or if it is a script, run the script from your animation package. For your convenience, SynthEyes puts the exported file name onto the clipboard, where you can paste it (via control-V or command-V) into the open-file dialog of your application, if you want. (You can disable this from the preferences panel if you want.) Note that the detailed capabilities of each exporter can vary somewhat. Some scripts offer popup export-control dialogs when they start, or small internal settings at the beginning of each Sizzle script. For example, 3ds max does not offer a way to set the units from a script before version 6 and the render settings are different, so there slightly different versions for 3dsmax 5 and 6+. Settings in the Maya script control the re-mapping of the file name to make it more suitable for Maya on Linux machines. If you edit the scripts, using a text editor such as Windows’ Notepad, you may want to write down any changes as they must be re-applied to subsequent upgraded versions. Be aware that not all packages support all frame rates. Sometimes a package may interpret a rate such as 23.98 as 24 fps, causing mismatches in timing later in the shot. Or one package may produce 29.96 vs 29.97 in another. Handle image sequences and use frame counts rather than AVIs, QTs, frame times, or drop-frame time codes wherever possible. TheCoordinate System control panel offers an Exportable checkbox that can be set for each tracker. By default, all trackers will be exported, but in some cases, especially for compositors, it may be more convenient to export only a few of the trackers. In this case, select the trackers you wish to export, hit control-I to invert the selection, then turn off the checkbox. Note that particular export scripts can choose to ignore this checkbox. Setting the Units of an Export SynthEyes uses generic units a value of 10 might mean 10 feet, 10 meters, 10 miles, 10 parsecs—whatever you want. It does not matter to SynthEyes. This works because match-moving never depends on the overall scale of the scene. SynthEyes generally tries to export the same way as well—sending its numbers directly as-is to the selected animation or compositing package. However, some software packages use an absolute measurement system where, for instance, Lightwave requires that coordinates in a scene file always be in meters. If you want something else inside Lightwave, it will automatically convert the values. For such software, SynthEyes needs to know what units you consider yourself to be using within SynthEyes. It doesn’t care, but it needs to tell the downstream package the right thing, or pre-scale the values to match your intention. To set the SynthEyes units selection, use the Units setting on the SynthEyes preferences panel. Changing this setting will not change any numbers within SynthEyes; it will only affect certain exports. The exports affected by the units setting are currently these · After Effects (3-D) · Hash Animation Master · Lightwave · 3ds max · Maya · Poser Before exporting to one of these packages, you should verify your units setting. Alternatively, if you observe that your imported scene has different values than in SynthEyes, you should check the units setting in SynthEyes. Hint if you will be exporting to acompositing package, they often measure everything, including 3-D coordinates, in terms of pixels, not inches, meters, etc. Be sure to pick sizes for the scene that will work well in pixels. While you might scale a scene for an actor 2m tall, if you export to a compositor and the actor is two pixels tall that will rarely make sense. Image Sequences Different software packages have different conventions and requirements regarding the numbering of image sequences whether they start at 0 or 1, whether there are leading zeroes in the image number, and whether they handle sequences that start at other numbers flexibly. For example, if you have a shot that originally had frames img1.tif-img456.tif, but you are using only images img100.tif-img150.tif of it, SynthEyes will normally consider it as a 51 frame shot, starting with frame 0 (img100.tif) or, withFirst frame is 1preference on, as frame 1 at img100.tif. Other software sometimes requires that their frame numbers match the file number, so img100.tif must always be frame 100, no matter what frame# they normally start at. SynthEyes gives you the option to pad the beginning of IFLs with extra copies of the first frame, so that the SynthEyes frame number matches the image frame number, by turning on the Match frame# s preference. While this sounds simple, it will cause trouble for many of the exports. It is especially a problem if you do not have the unused frames, as is often the case. By being aware of these differences, you will be able to recognize when your particular situation requires an adjustment to the settings—typically when there is a shift between the camera path animation and the imagery. Generic 2-D Tracker Exporters There are a number of similar exporters that all output 2-D tracker paths to various compositing packages. Why 2-D, you protest? For starters, SynthEyes tracking capabilities can be faster and more accurate. But even more interestingly, you can use the 2-D export scripts to achieve some effects you could not with the compositing package alone. For image stabilizing applications, the 2-D export scripts will average together all the selected trackers within SynthEyes, to produce a synthetic very stable tracker. For corner-pinning applications, you can have SynthEyes output not the 2-D tracker location, but the re-projected location of the solved 3-D point. This location can not only be smoother, but continues to be valideven if the tracker goes off-screen. So suppose you need to insert a painting into an ornate picture-frame using corner pinning, but one corner goes off-screen during part of the shot. By outputting the re-projected 3-D point (Use solved 3-D points checkbox), the corner pin can be applied over the entire shot without having to guess any of the path. Taking this idea one step further, you can create an “extra” point in 3-D in SynthEyes. Its re-projected 2-D position will be averaged with any selected trackers; if there are none, its position will be output directly. So you can do a four-corner pin even if one of the corners is completely blocked or off-screen. By repeating this process several times, you can create any number of synthetic trackers, doing a four-corner insert anywhere in the image, even where there are no trackable features. Of course, you could do this with using a 3-D compositing environment, but that might not be simplest. At present, there are compatible 2-D exporters for AfterEffects, Digital Fusion, Discreet (Combustion/Inferno/Flame), Particle Illusion, and Shake. Note that you will need to import the tracker data file (produced by the correct SynthEyes exporter) into a particular existing tracker in your compositing package. There is also a 2-D exporter that exports all tracker paths into a single file, with a variety of options to change frame numbers and u/v coordinates. A similar importer can read the same file format back in. Consequently, you can use the pair to achieve a variety of effects within SynthEyes, including transferring trackers from SynthEyes file to SynthEyes file, as described in the section onMerging Files and Tracks. This format can also be imported by Fusion. Generic 3-D Exporters There are several 3-D exports that produce plain text files. You can use them for any software SynthEyes don’t already support, for example, non-visual-effects software. You can also use them as a way to manipulate data with little shell, AWK, or Perl scripts, for example. Importantly, you can also use them as a way to transfer data between SynthEyes scene files, for example, to compute some tracker locations to be used by a number of shots. There are several ways to do this, see the section onMerging Files and Tracks. The generic exports are Camera/Object Path for a path, Plain Trackers for the 3-D coordinates of trackers and helper points, and corresponding importers. You can import 3-D locations to create either helper points, or trackers. This latter option is useful to bring in surveyed coordinates for tracking. After Effects 3-D Procedure 1. Export to After Effects in SynthEyes to produce a (special) .ma file. 2. In After Effects, do a File/Import File 3. Change Files of Type to All File Formats 4. Select the .ma file 5. Double-click the Square-whatever composition 6. Re-import the original footage 7. Click File/Interpret Footage/Main and be sure to check the frame rate and pixel aspect. 8. Rewind to the beginning of the shot 9. Drag the re-imported footage from the project window into the timeline as the first layer 10.Tracker nulls have a corner at the active point, instead of being centered on the active point as in SynthEyes. After Effects 2-D Procedure 1. Select one or more trackers to be exported. 2. Export using the After Effects 2-D Clipboard. You can select either the 2-D tracking data, or the 3-D position of tracker re-projected to 2-D. 3. Open the text file produced by the export 4. In the text editor, select all the text, using control-A or command-A. 5. Copy the text to the clipboard with control-C or command-C. 6. In After Effects, select a null to receive the path. 7. Paste the path into it with control-V or command-V. Bentley MicroStation You can exporter to Bentley s Microstation V8 XM Edition by following these directions. Exporting from SynthEyes MicroStation requires that animated backgrounds consist of a consecutive sequence of numbered images, such as JPEG or Targa images. If necessary, the Preview Movie capability in SynthEyes s Perspective window can be used to convert AVIs or MOVs to image sequences. Perform tracking, solving, and coordinate system alignment in SynthEyes. (Exporting coordinates from MicroStation into SynthEyes may be helpful) File/Export/Bentley MicroStation to produce a MicroStation Animation (.MSA) file. Save the file where it can be conveniently accessed from MicroStation. The export parameters are listed below. SynthEyes/MicroStation Export Parameters Target view number. The view number inside MicroStation to be animated by this MSA file (usually 2) Scaling. This is from MicroStation s Settings/DGN File Settings/Working Units, in the Advanced subsection the resolution. By default, it is listed as 10000 per distance meter, but if you have changed it for your DGN file, you must have the same value here. Relative near-clip. Controls the MicroStation near clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects closer than this to the camera will not be displayed in MicroStation. Relative view-size.Another option to adjust as needed if everything is disappearing from view in MicroStation. Relative far-clip. Controls the MicroStation far clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects farther than this from the camera will not be displayed in MicroStation. Importing into MicroStation Open your existing 3-D DGN file. Or, create a new one, typically based on seed3d.dgn Open the MicroStation Animation Producer from Utilities/Render/Animation File/Import .MSA the .msa file written by the SynthEyes exporter. Set the View Size correctly—this isrequiredto get a correct camera match. Settings/Rendering/View Size Select the correct view # (typically 2) Turn off Proportional Resize Set X and Y sizes as follows. Multiply the height(Y) of your image, in pixels, by the aspect ratio (usually 4 3 for standard video or 16 9 for HD) to get the width(X) value. For example, if your source images are 720x480 with a 4 3 aspect ratio, the width is 480*4/3 = 640, so set the image size to X=640 and Y=480, either directly on the panel or using the “Standard” drop-down menu. This process prevents horizontal (aspect-ratio) distortion in your image. Hit Apply Turn Proportional Resize back on Close the view size tool On the View Attributes panel, turn on the Background checkbox. Bring up the Animation toolbar (Tools/Visualization/Animation) and select the Animation Preview tool. You can dock it at the bottom of MicroStation if you like. If you scrub the current time on the Animation Preview, you’ll move through your shot imagery, with synchronized camera motion. Unless you have some 3-D objects in the scene, you won’t really be able to see the camera motion, however. If desired, use the Tools/3-D Main/3-D Primitives toolbar to create some test objects (as you probably did in SynthEyes). To see the camera cone of the camera imported from SynthEyes, bring up Tools/Visualization/Rendering, and select the Define Camera tool. Select the view with the SynthEyes camera track as the active view in the Define Camera tool, and turn on the Display View Cone checkbox. Transferring 3-D Coordinates If you would like to use within MicroStation the 3-D positions of the trackers, as computed by SynthEyes, you can bring them into MicroStation as follows. You have the option of exporting only a subset of points from SynthEyes to MicroStation. All trackers are exported by default; turn off the Exportable checkbox on the coordinate system panel for those you don’t wish to export. You may find it convenient to select the ones you want, then Edit/Invert Selection, then turn off the box. In SynthEyes, File/Export/Plain Trackers with Set Names=none, Scale=1, Coordinate System=Z Up. This export produces a .txt file listing all the XYZ tracker coordinates. In MicroStation, bring up the Tools/Annotation/XYZ Text toolbar. Click the Import Coordinates tool. Select the .txt file exported from SynthEyes in Step 1. Set Import=Point Element, Order=X Y Z, View=2 (or whichever you are using). Transferring Meshes SynthEyes uses two types of meshes to help align and check camera matches mesh primitives, such as spheres, cubes, etc; and tracker meshes, built from the computed 3-D tracker locations. The tracker meshes can be used to model irregular areas, such as a contoured job site into which a model will be inserted. Both types of models can be transferred as follows In SynthEyes, select the mesh to be exported, by clicking on it or selecting it from the list on the 3-D panel. Select the File/Export/STL Stereolithography export, and save the mesh to a file. In MicroStation, select File/Import STL and select the file written in step 2. You can use the default settings. Meshes will be placed in MicroStation at the same location as in SynthEyes. You can bring up its Element/Information and assign it a material. To Record the Animation Select the Record tool on the Animation toolbar (Tools/Visualization/Animation) Important Be sure the correct (square pixels) output image size is selected, the same one as the viewport size. For example, if your input is 4 3 720x480 DV footage, youMUSTselect640x480output to achieve 4 3 with square pixels (ie 640/480 = 4/3). MicroStation always outputs square pixels. You can output images with any overall aspect you wish, as long as the pixels are square (pixelaspect ratio is 1.0). Note that HD images already have square pixels. Don’t clobber your input images! Be sure to select a different location for your output footage than your input. Blender Directions Blender has a tendency to change around frequently, so the details of these directions might best be viewed more as a guide than the last word. When working with image sequences and blender, it will be a good idea to ensure that the overall frame number is the same as the number in the image file name. Although you can adjust the offset, Blender incorrectly eliminates a frame number of zero. 1. In SynthEyes, export to Blender (Python) 2. Start Blender 3. Delete the default cube and light 4. Change one of the views to the blender Text Editor 5. In the text editor, open the blender script you exported in step 1. 6. Hit ALT-P to run the script 7. Select the camera (usually Camera01) in the 3-D Viewport 8. In a 3-D view, select Camera on the View menu to look through the imported, animated, SynthEyes camera 9. Select View/Background image 10.Click Use Background Image 11.Select your image sequence or movie from the selection list. 12.Adjust the background image settings to match your image. Make sure the shot length is adequate, and that Auto Refresh is on. If the images and animation do not seem to be synced correctly, you probably have to adjust the offset. 13.Decrease the “blend” value to zero, or you can go without the background, and set up compositing within blender. 14.On the View Properties dialog, you might wish to turn off Relationship Lines to reduce clutter. 15.Use a Timeline view to scrub through the shot. Cinema 4D Procedure 1. Export from SynthEyes in Lightwave Scene format (.lws) — see below. 2. Start C4D, open the .lws file 3. From the Objects menu, add a Background 4. Create a new Texture with File/New down below. 5. At right, click on “…” next to the file name for texture. 6. Select your source file. 7. Click on the right-facing triangle button next to the file name, select Edit. 8. Select the Animation panel 9. Click the Calculate button at the bottom. 10.Drag the new texture from the texture editor onto the “Background” on the object list. Background now appears in the viewport. DotXSI Procedure 1. In SynthEyes, after completing tracking, do File/Export/dotXSI to create a .xsi file somewhere. 2. Start Softimage, or do a File/New. 3. File/Import/dotXSI... of the new .xsi file from SynthEyes. The options may vary with the XSI version, but you want to import everything. 4. Set the camera to Scene1.Camera01 (or whatever you called it in SynthEyes). 5. Open the camera properties. 6. In the camera rotoscopy section, select New from Source and then the source shot. 7. Make sure “Set Pixel Ratio to 1.0” is on. 8. Set “Use…” pixel ratio to “Camera Pixel Ratio” (should be the default) 9. In the Camera section, make sure that Field of View is set to Horizontal. 10.Make sure that the Pixel Aspect Ratio is correct. In SynthEyes, select Shot/Edit Shot to see the pixel aspect ratio. Make sure that XSI has the exact same value 0.9 isnota substitute for 0.889, so fix it! Back story XSI does not have a setting for 720x480 DV, and 720x486 D1 causes errors! 11.Close the camera properties page. 12.On the display mode control (Wireframe, etc), turn on Rotoscope. ElectricImage The ElectricImage importer relies on a somewhat higher level of user activity than normal, in the absence of a scripting language for EI. You can export either a camera or object path, and its associated trackers. 1. After you have completed tracking in SynthEyes, select the camera/object you wish to export from the Shots menu, then select File/Export/Electric Image. SynthEyes will produce two files, an .obm file containing the trajectory, and an .obj file containing geometry marking the trackers. 2. In ElectricImage, make sure you have a camera/object that matches the name used in SynthEyes. Create new cameras/objects as required. If you have Camera01 in SynthEyes, your camera should be Camera 1 in EI. The zero is removed automatically by the SynthEyes exporter. 3. Go to the Animation pull-down menu and select the Import Motion option. 4. In the open dialog box, select All Files from the Enable pop-up menu, so that the .obm file will be visible. 5. Navigate to, and select, the .obm file produced by SynthEyes. This will bring up the ElectricImage motion import dialog box which allows you to override values for position, rotation, etc. Normally, you will ignore all these options as it is simpler to parent the camera/object to an effector later. The only value you might want to change is the start time to offset when the camera move begins. Click OK and you will get a warning dialog about the frame range. This is a benign warning that sets the range of frames rendering option to match the length of the incoming camera data. Hitting cancel will abort the operation, so hit OK and the motion data will be applied to the camera. 6. Select Import Object from the Object pull-down menu. 7. Enable All Files in the pop-up menu. 8. Select the .obj file produced by SynthEyes. 9. Create a hierarchy by selecting one tracker as the parent, or bringing in all trackers as separate objects. 10.If you are exporting an object path, parent the tracker object to the object holding the path. Fusion 5 There are several Fusion-compatible exporters. The main exporter is the Fusion 5 composition export, which can be opened directly in Fusion. The Tracker 2-D Paths export can write all the exportable trackers to a text file, which can then be read in Fusion with the Import SynthEyes Trackers script and assigned to any Point-type input on a node. Select a node and start the Import script from its right-click menu. At present, it appears that you should animate the desired control before importing, then tell the script to proceed anyway when it notices that the control is already animated. There is also a generic 2-D path exporter for Fusion. Houdini Instructions 1. File/New unless you are addding to your existing scene. 2. Open the script Textport 3. Typesource c /shots/scenes/flyover.cmd or equivalent. 4. Change back from COPs to OBJs. Lightwave The Lightwave exporter produces a lightwave scene file (.lws) with several options, one of them crucial to maintaining proper synchronization. As mentioned earlier, Lightwave requires a units setting when exporting from SynthEyes. The SynthEyes numbers are unitless by changing the units setting in the lightwave exporter as you export, you can make that 24 in SynthEyes mean 24 inches, 24 feet, 24 meters, etc. This is different than in Lightwave, where changing the units from 24 inches would yield 2 feet, 0.61 meters, etc. This is the main setting that you may want to change from scene to scene. Lightwave has an obscure preferences-like setting on its Compositing panel (on the Windows menu) named “Synchronize Image to Frame.” The available options are zero or one. Selecting one shifts the imagery one frame later in time, and this is the Lightwave default. However, for SynthEyes, a setting of zero will generally be more useful (unless the SynthEyes preferenceFirst Frame is 1is turned on). The Lightwave exporter from SynthEyes allows you to select either 0 or 1. We recommend selecting zero, and adjusting Lightwave to match. You will only have to do this once, Lightwave remembers it subsequently. In all cases, you must have a matching value on the exporter UI and in Lightwave, or you will cause a subtle velocity-dependent error in your camera matches in Lightwave that will drive you nuts until you fix the setting. The exporter also has a checkbox for using DirectShow. This checkbox applies only for AVIs, and should be on for most AVIs that contain advanced codecs such as DV or HD. If an AVI uses an older codec and is not opened automatically within Lightwave, export again with this checkbox turned off. Nuke The nuke exporter produces a nuke file you can open directly. The pop-up parameter panel lets you indicate if you have a slate frame at the start of the shot, or select renderable or non-rendering tracker marks. The renderable marks are better for tracking, the non-rendering marks better for adding objects within Nuke s 3-D view. Poser Poser struggles a little to be able to handle a match-moved camera, so the process is a bit involved. Hopefully Curious Labs will improve the situation in further releases. The shot must have square pixels to be used properly by Poser; it doesn t understand pixel aspect ratios. So if you have a 720x480 DV source, say, you need to resample it in SynthEyes, AfterEffects or something to 640x480. Also, the shot has to have a frame rate of exactly 30 fps. This is a drag since normal video is 29.97 fps, and Poser thinks it is 29.00 fps, and trouble ensues. One way to get the frame rate conversion without actually mucking up any of the frames is to store the shot out as a frame sequence, then read it back in to your favorite tool as a 30 fps sequence. Then you can save the 640x480 or other square-pixel size. Note that you can start with a nice 720x480 29.97 DV shot, track it in SynthEyes, convert it as above for Poser, do your poser animation, render a sequence out of Poser, then composite it back into the original 720x480. One other thing you need to establish at this time---exactly how many frames there are in your shot. If the shot ranges are 0 to 100, there are 101; from 10 to 223, there are 214. 1. After completing tracking in SynthEyes, export using the Poser Python exporter. 2. Start Poser. 3. Set the number of frames of animation, at bottom center of the Poser interface, to the correct number of frames. It is essential that you do this now, before reading the python script 4. File/Run Python Script on the python script output from SynthEyes. 5. The Poser Dolly camera will be selected and have the SynthEyes camera animation on it. There are little objects for each tracker, and also SynthEyes boxes, cones, etc are brought over into Poser. Open Question How to render out of Poser with the animated movie background. The best approach appears to be to render against black with an alpha channel, then composite over the original shot externally. Shake SynthEyes offers three specific exporters for Shake, plus one generic one 1. MatchMove Node. 2. Tracker Node 3. Tracking File format 4. 3-D Export via the “AfterFX via .ma” or Maya ASCII exports. The first two formats (Sizzle export scripts) produce shake scripts (.shk files); the third format is a text file. The fourth option produces Maya scene files that Shake reads and builds into a scene using its 3-D camera. We’ll start with the simplest, the tracking file format. Select one tracker and export with the Shake Tracking File Format, and you will have a track that can be loaded into a Shake tracker using the load option. You can use this to bring a track from SynthEyes into existing Shake tracking setups. Building on this basis, #2, Tracker Node, exports one or more selected trackers from SynthEyes to create a single Tracker Node within Shake. There are some fine points to this. First, you will be asked whether you want to export the solved 3-D positions, or the tracked 2-D positions. These values are similar, but not the same. If you have a 3-D solution in SynthEyes, you can select the solved 3-D positions, and the export will be the “ideal” tracked (predicted) coordinates, with less jitter than the plain 2-D coordinates. Also, since you might be exporting from a PC to a Mac or Linux machine, the image source file(s) may be named differently perhaps X \shots1\shot1_#.tga on the PC, and //macmachine/Users/tom/shots/shot1_#.tga on the PC. The Shake export script s dialog box has two fields, PC Drive and Mac Drive, that you can set to automatically translate the PC file name into the Mac file name, so that the Shake script will work immediately. In this example, you would set PC Drive to “X \\” and Mac Drive to “//macmachine/Users/tom/”. Finally, the MatchMove node exporter looks not for trackers to export, but for SynthEyes planes! Each plane (created from the 3-D panel) is exported to Shake by creating four artificial trackers (in Shake) at the corners of the plane. The matchmove export lets you insert a layer at any arbitrary position within the 3-D environment calculated by SynthEyes. For example, you can insert a matte painting into a scene at a location where there is nothing to track. You can use a collection of planes, positioned in SynthEyes, to obtain much of the effect of a 3-D camera. The matchmove node export also provides PC to Mac/Linux file name translation. trueSpace Directions Warning trueSpace has sometimes had problems executing the exported script correctly. Hopefully Caligari will fix this soon. 1. In SynthEyes, export to trueSpace Python. 2. Open trueSpace. 3. Right-click the Play button in the trueSpace animation controls. 4. Set the correct BaseRate/PlayRate in the animation parameters to match your source shot. 5. Open the Script Editor. 6. From inside the Script Editor, Open/Assign the python script you created within SynthEyes. 7. Click Play (Time On) in the Script Manager. 8. When the Play button turns off, close the ScriptManager. 9. Open the Object Info panel. 10.Verify that the SynthEyes camera is selected (usually Camera01). 11.Change the Perspective view to be View from Object. 12.Select the Camera01Screen. 13.Open the Material Editor (paint pallete). 14.Right click on Color shaders button. 15.Click on (Caligari) texture map, sending it to the Material Editor color shader. 16.Open the subchannels of the Material Editor (Color, Bump, Reflectance). 17.On the Color channel of the Material Editor, right click on the Get Texture Map button and select your source shot. 18.Check the Anim box. 19.Click the Paint Object button on the Material Editor. 20.Click on File/Display Options and change the texture resolution to 512x512. 21.You may want to set up a render background to overlay animated objects on the background, or you can use an external compositing program. Make the Camera01Screen object invisible before rendering. 22.In trueSpace, you need to pay special attention to get the video playback synchronized with rest of the animation, and to get the render aspect ratio to match the original. For example, you must add the texture map while you are at frame zero, and you should set the pixel aspect ratio to match the original (SynthEyes s shot panel will tell you what it is). Vue 5 Infinite The export to Vue Infinite requires a fair number of manual steps pending further Vue enhancements. But with a little practice, they should only take a minute or two. 1. Export from SynthEyes using the Vue 5 Infinite setting. The options can be left at their default settings unless desired. You can save the python script produced into any convenient location. 2. Start Vue Infinite or do a File/New in it. 3. Select the Main Camera 4. On its properties, turn OFF Always keep level 5. Go to the animation menu, turn ON the auto-keyframe option. 6. Select the Python/Run python script menu item, select the script exported from SynthEyes, and run it. 7. In the main camera view, select the Camera01 Screen object (or the equivalent if the SynthEyes camera was renamed) 8. In the material preview, right-click, select Edit Material. 9. The material editor appears, select Advanced Material Editor if not already. 10.Change the material name to flyover or whatever the image shot name is. 11.Select the Colors tab. 12.Select Mapped picture 13.Click the left-arrow Load icon under the black bitmap preview area 14.In the Please select a picture to load dialog, click the Browse File icon at the bottom --- a left arrow superimposed on a folder 15.Select your image file in the Open Files dialog. If it is an image sequence, select the first image, then shift-select the last. 16.On the material editor, under the bitmap preview area, click the clap-board animation icon to bring up the Animated Texture Options dialog 17.Set the frame rate to the correct value. 18.Turn on Mirror Y 19.Hit OK on the Animated Texture dialog 20.On the drop-down at top right of the Advanced Material Editor, select a Mapping of Object- Parametric 21.Turn off Cast shadows and Receive shadows 22.Back down below, click the Highlights tab 23.Turn Highlight global intensity down to zero. 24.Click on the Effects tab 25.Turn Diffuse down to zero 26.Click the Ambient data-entry field and enter 400 27.Hit OK to close the Advanced Material Editor 28.Select the Animation/Display Timeline menu item (or hit F11) 29.If this is the first time you have imported from SynthEyes to Vue Infinite, you must perform the following steps a. Select File/Options menu item. b. Click the Display Options tab c. Turn off Clip objects under first horizontal plane in main view only , otherwise you will not be able to see the background image. d. Turn off Clip objects under first horizontal plane (ground / water) e. Turn off Stop camera going below clipping plane (ground / water) if needed by your camera motion. f. Hit OK 30.Delete the Ground object 31.If you are importing lights from SynthEyes, you can delete the Sun Light as well, otherwise, spin the Sun Light around to point at the camera screen, so that the image can be seen in the preview window. 32.You may have to move the time bar before the image appears. Vue Infinite only shows the first image of the sequence, so you can verify alignment at frame zero. 33.You will later want to disable the rendering of the trackers, or delete them outright. 34.Depending on what you are doing, you may ultimately wish to delete or disable the camera screen as well, for example, if you will composite an actor in front of your Vue Infinite landscape. 35.The import is complete; you can start working in Vue Infinite. You should make probably save a copy of the main camera settings so that you can have a scratch camera available as you prepare the scene in Vue Infinite. Vue 6 Infinite Export from SynthEyes using the Vue 6 Infinite option, producing a maxscript file. Import the maxscript file in Vue 6 Infinite Adjust the aspect ratio of the backdrop to the correct overall aspect ratio for your shot. This is important since Vue assumes square pixels, and if they aren’t (for all DV, say), the camera match will be off badly
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//www.segakore.net/articles/jouer_megacd_gens.php jp_mcd1_9112.bin Mega-CD 9111 http //emubox.ifdef.jp/DB/md,megacd,super32x/gens/Gens_1.htm http //www.omegadragon.com/pchunter/software/emulator.html http //segaxtreme.net/content/emulation.html http //homepage3.nifty.com/sony/sd/contents/cp_grh.htm http //segaxtreme.net/content/emulation.html http //segaxtreme.net/content/emulation/Sega%20CD/Bios/Sega_CD_BIOS.zip 超高層ビルとパソコンの歴史 http //www.eonet.ne.jp/~building-pc/index.htm 激安自転車 http //www2.plata.co.jp/cg/hobby/oj004.html 自転車の二人乗り http //bicycle.blog.shinobi.jp/Entry/24/ http //oshiete1.goo.ne.jp/kotaeru.php3?q=558572 http //oshiete1.goo.ne.jp/kotaeru.php3?q=558572 http //www.suganoya.net/bikelaw/kaishaku.htm http //law.e-gov.go.jp/cgi-bin/idxselect.cgi?IDX_OPT=1 H_NAME=%93%b9%98%48%8c%f0%92%ca%96%40 H_NAME_YOMI=%82%a0 H_NO_GENGO=H H_NO_YEAR= H_NO_TYPE=2 H_NO_NO= H_FILE_NAME=S35HO105 H_RYAKU=1 H_CTG=1 H_YOMI_GUN=1 H_CTG_GUN=1 http //www.police.pref.hyogo.jp/kunrei/data/B60011.pdf 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Blackrock Spire #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 位置 Blackrock Mountain※位置Map 適正LV 58-60 最大収容人数 10Player 略称 BRS / LBRS / UBRS / Rend(UBRS途中まで) Blackrock Spire [#md5e5c83] Quest [#bfd2395f] Alliance / Horde共通 [#lbbde5a5] Alliance [#e37d1aa0] Horde [#x8e4ccf3] Quest Alliance / Horde共通 Lower [58] The Lost Tablets of Mosh aru (Elite) (Tanaris/Steamwheedle Port Prospector Ironboot) TempleのQuest[53] The God Hakkarの続き Eastern Plaguelandsの北東Troll遺跡でThird Mosh aru TabletとFourth Mosh aru Tabletを持ってくる(Obj) http //www.thottbot.com/?qu=5065 [58] The Final Tablets (Dungeon) (Tanaris/Steamwheedle Port Prospector Ironboot) TrollのNamed2匹の後からFifth Mosh aru TabletとSixth Mosh aru Tabletを持ってくる [59] Kibler s Exotic Pets (Dungeon) (Burning Steppes/Flame Crest Kibler 65.21) 狼Bloodaxe Worg Pupsを探しカゴ(Worg Carrier)に捕らえてくる [59] En-Ay-Es-Tee-Why (Dungeon) (Burning Steppes/Flame Crest Kibler 65.21) BRSへ行きSpire Spider Eggを15個集めてくる(Obj) [60] Urok Doomhowl (Dungeon) (Blackrock Spire Warosh) Highlord Omokkの頭(Omokk s Head)とRoughshod Pike(途中にある槍Obj)を揃えたらOgreエリアの頭蓋骨の所で使用 Ogre軍団が登場するのでUrok Doomhowlを倒しWarosh s Mojo入手したらWaroshへ渡す [60] Seal of Ascension (Dungeon) (Blackrock Spire Vaelan) UBRS Key Quest Gemstone of Spirestone 1個 (Drop Highlord Omokk) Gemstone of Bloodaxe 1個 (Drop Overlord Wyrmthalak) Gemstone of Smolderthorn 1個 (Drop War Master Voone) Unadorned Seal of Ascension 1個(Drop 雑魚MOB)を集めてくる。それぞれ低確率でDropします。 [61] Seal of Ascension (Dungeon) (Blackrock Spire Vaelan) Dustwallow Marsh/WyrmbogのEmberstrifeの所へ行き Healthをギリギリまで減らしたらUnforged Seal of Ascensionを地面に置いて、Orb of Draconic Energyを使いMind ControlでSealにブレスを吹きかける。 Forged Seal of Ascensionになれば成功。3-5人程度必要です。 Armorsmith Only [60] Hot Fiery Death (Blackrock Spire Human Remains 白骨死体Obj) Spider Zone手前、Orc Zoneの溶岩の所。拾い白骨死体をクリック Unfired Plate GauntletsをWinterspringの鍛冶屋Malyfous Darkhammerへ届ける [60] Fiery Plate Gauntlets (Winterspring Forge) Unfired Plate Gauntlets 1個 Enchanted Thorium Bar 6個 Essence of Fire 2個 Star Ruby 4個をわたす Axesmith Only [60] Snakestone of the Shadow Huntress (Winterspring Kilram) Shadow Hunter Vosh gajinを倒しVosh gajin s Snakestoneを持ってくる Upper [52] Broodling Essence (Burning Steppes Tinkee Steamboil 65.24) Draco-Incarcinatrix 900をDragonkinに使用した後で倒し、Broodling Essenceを8つ集めてくる [54] Felnok Steelspring (Burning Steppes Tinkee Steamboil 65.24) Tinkeeの手紙をWinterspring/EverlookのFelnok Steelspringまで届ける [54] Chillwind Horns (Winterspring/Everlook Felnok Steelspring) Chillwind 系を倒しUncracked Chillwind Hornを8つ集めてくる [54] Return to Tinkee (Winterspring/Everlook Felnok Steelspring) TinkeeへFelnok s Packageを届ける [61] Tinkee Steamboil (Raid) (Winterspring/Everlook Felnok Steelspring) Burning SteppesのTinkee Steamboilと話す 65.24(このQuestは飛ばせるかも、繋がりが良くわかりません) [61] Egg Freezing (Raid) (Burning Steppes Tinkee Steamboil 65.24) Rookery EggにEggscilloscope Prototypeを使う [61] Egg Collection (Raid) (Burning Steppes Tinkee Steamboil 65.24) Rookery EggにEggscilloscopeを使って凍結させた後にCollectronic Moduleを使ってEgg(Collected Dragon Egg)を8個を持ってくる ScholomanceのQuest[61] Leonid Barthalomewへ続く... [56] Poisoned Water (Azshara Duke Hydraxis) Eastern PlaguelandsのPoison ElementalにAspect of Neptulosを使いDiscordant Bracersを15個集めてくる http //www.thottbot.com/?qu=6804 [56] Stormers and Rumblers (Azshara Duke Hydraxis) SilithusでDesert Rumbler 15匹とDust Stormer 15匹を倒してくる http //www.thottbot.com/?qu=6805 [56] Eye of the Emberseer (Raid) (Azshara Duke Hydraxis) BRSでPyroguard Emberseerを倒しEye of the Emberseerを持ってくる。 http //www.thottbot.com/?qu=6821 MCのQuest[60] The Molten Core (Raid) へ続く... [62] The Matron Protectorate (Dungeon) (Blackrock Spire Awbee) Winterspring中央のDragonkin洞窟の奥にあるcobalt runesへ入り、HalehへAwbee s scaleを届ける [62] Wrath of the Blue Flight (Elite) (Winterspring Haleh) 準備ができたらHalehと話す(Western Plaguelands Andorhalへ飛ばされます) [62] Wrath of the Blue Flight (Elite) (Winterspring Haleh) AndorhalのInn2階にいるJezibaと話す [62] Wrath of the Blue Flight (Elite) (Winterspring Haleh) AndorhalのInn2階にいるJezibaと話す [62] Catalogue of the Wayward (Elite) (Western Plaguelands/Andorhal Jeziba) Catalogue of the Waywardを読む [62] Legplates of the Chromatic Defier (Elite) (Western Plaguelands/Andorhal/Obj Catalogue of the Wayward) Legplates of the Chromatic Defier(Mail Legs)の材料を集めてくる Chromatic Carapace 1個(Blackrock Spire Gyth) Brilliant Chromatic Scale 10個(Blackrock Spire Dragonkin系?) Blood of Heroes 10個(Plaguelands Obj) Skin of Shadow 5個(Scholomance Obj) [62] Breastplate of the Chromatic Flight (Elite) (Western Plaguelands/Andorhal/Obj Catalogue of the Wayward) Breastplate of the Chromatic Flight(Plate Chest)の材料を集めてくる Chromatic Carapace 1個(Blackrock Spire Gyth) Brilliant Chromatic Scale 10個(Blackrock Spire Dragonkin系?) Blood of Heroes 10個(Plaguelands Obj) Frayed Abomination Stitching 10個(Stratholme Abomination系) [62] Finkle Einhorn, At Your Service! (Blackrock Spire Finkle Einhorn) Winterspring/EverlookのMalyfous Darkhammer The Thorium Brotherhood へGlowing Hunk of the Beast s Fleshを届ける [62] Breastplate of Bloodthirst (Elite) (Winterspring/Everlook Malyfous Darkhammer) Breastplate of Bloodthirst(Leather Chest)の材料を集めてくる Pristine Hide of the Beast 1個(Blackrock Spire The Beast) Frayed Abomination Stitching 10個(Stratholme Abomination系) Arcanite Bar 5個(Alchemy) Skin of Shadow 5個(Scholomance Obj) [62] Leggings of Arcana (Elite) (Winterspring/Everlook Malyfous Darkhammer) Leggings of Arcana(Leather Legs)の材料を集めてくる Pristine Hide of the Beast 1個(Blackrock Spire The Beast) Frayed Abomination Stitching 5個(Stratholme Abomination系) Arcanite Bar 5個(Alchemy) Frostwhisper s Embalming Fluid 5個(Scholomance Obj) [62] Cap of the Scarlet Savant (Elite) (Winterspring/Everlook Malyfous Darkhammer) Cap of the Scarlet Savant(Cloth Head)の材料を集めてくる Pristine Hide of the Beast 1個(Blackrock Spire The Beast) Frayed Abomination Stitching 5個(Stratholme Abomination系) Arcane Crystal 8個(Mining) Enchanted Scarlet Thread 5個(Stratholme Scarlet側Obj) [60] Blackhand s Command (Dungeon) (Item Blackhand s Command) BRS入り口のPortalの前からずっと奥に行ったところのScarshield QuartermasterがドロップするItemからスタート UBRSのボスGeneral Drakkisathの後にあるObjを触ると完了 完了後はItemをドロップした位置のObjからBWLへワープできるようになります Armorsmith Only [61] The Demon Forge (Dungeon) (Winterspring Lorax) UBRSでGoraluk Anvilcrackを倒しBlood Stained Pikeを使用しUnforged Rune Covered Breastplateと一緒に持ってくる Alliance ※中途 Horde Lower [59] Operative Bijou (Dungeon) (Badlands/Kargath Lexlort) LBRS内でGoblinのBijouを探す。少し進むと遠くに!が見えるはず [59] Bijou s Belongings (Dungeon) (Blackrock Spire Bijou) Bijou s Belongingsを探してくる(箱Obj 位置ランダム Bijou周りの最下層フロア数箇所で確認) [59] Bijou s Reconnaissance Report (Blackrock Spire Bijou) Bijouのレポート(Bijou s Reconnaissance Report)をBadlands/KargathのLexlortへ届ける [59] The Pack Mistress (Dungeon) (Badlands/Kargath Galamav the Marksman) 巨大狼のHalyconを倒してくる [60] Mother s Milk (Dungeon) (Burning Steppes/Flame Crest Ragged John 65.23) 巨大蜘蛛Mother Smolderwebの毒(Mother s Milk)を受けたままでRagged Johnと話す [61] Warlord s Command (Dungeon) (Badlands/Kargath Warlord Goretooth) Important Blackrock Documentsを探し(Obj Namedの近くにランダムPOPし拾うとまたランダムにPOPするらしい) War Master Voone Highlord Omokk Overlord Wyrmthalakを倒してくる [61] Eitrigg s Wisdom (Badlands/Kargath Warlord Goretooth) OrgrimmarのThrall s chamberにいるEitriggの話しを聞いた後Thrallと話す UBRSのQuest[63] For The Horde! (Dungeon)へ続く... Upper [60] Vivian Lagrave and the Darkstone Tablet (Raid) (Undercity Apothecary Zinge) Badlands/KargathのShadowmage Vivian Lagraveと話す [60] The Darkstone Tablet (Raid) (Badlands/Kargat Shadowmage Vivian Lagrave) Dragonkinの卵部屋からDarkstone Tabletを持ってくる [63] For The Horde! (Dungeon) (Orgrimmar Thrall) Warchief Rend Blackhandを倒し頭(Head of Rend Blackhand)を持ってくる、LBRS [61] Warlord s Command (Dungeon)のchain Q [63] What the Wind Carries (Orgrimmar Thrall) Thrallの話しを聞く [63] The Champion of the Horde (Orgrimmar Thrall) DesolaceでRexxarを探す [63] The Testament of Rexxar (Desolace Rexxar) Rexxar s TestamentをWestern PlaguelandsのMyranda the Hagまで届ける [63] Oculus Illusions (Raid) (Western Plaguelands/Myranda the Hag) Blackrock Spireへ行きBlack Dragonspawn Eyeを20個集めてくる(Drop Dragonkin系) [63] Emberstrife (Elite) (Western Plaguelands/Myranda the Hag) Dustwallow Marsh南東のWyrmbogでEmberstrifeの洞窟を探し Amulet of Draconic Subversionを使ってEmberstrifeと話す [63] The Test of Skulls, Scryer (Elite) (Dustwallow Marsh Emberstrife) Winterspring中央の洞窟でScryerを倒しThe Skull of Scryerを持ってくる [63] The Test of Skulls, Somnus (Elite) (Dustwallow Marsh Emberstrife) Swamp of Sorrowsの東でSomnusを倒しThe Skull of Somnusを持ってくる [63] The Test of Skulls, Chronalis (Elite) (Dustwallow Marsh Emberstrife) Tanaris東でChronalisを倒しThe Skull of Chronalisを持ってくる [63] The Test of Skulls, Axtroz (Elite) (Dustwallow Marsh Emberstrife) Wetlands東でAxtrozを倒しThe Skull of Axtrozを持ってくる [63] Ascension... (Dustwallow Marsh Emberstrife) RexxarのところへDull Drakefire Amuletを持って行く [63] Blood of the Black Dragon Champion (Raid) (Desolace Rexxar) Blackrock SpireでGeneral Drakkisathを倒し血(Blood of the Black Dragon Champion)を持ってくる
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【課題1 JavaScript を PHP で作成し、HTML に埋め込み可能なアクセスカウンタを作成 ( アクセスのカウントは、DB を使用する ) テーブル作成 CREATE TABLE ( access_counter mediumint ); PHPソース(access_counter.php) ?php header("Content-Type text/javascript; Charset=shift_jis"); header("Expires Mon, 26 Jul 1997 05 00 00 GMT"); ? ?php require("MDB2.php"); function dw($str){ print "document.write(\"" . $str . "\");"; } $target = "http //localhost/access_counter/"; // アクセス制御 if(substr($_SERVER[ HTTP_REFERER ],0,strlen($target))!=$target) { dw("アクセスできません。"); exit(); } // $db = MDB2 factory("mysql //username password@host/dbname"); // カウンターの取得 $result = $db- queryOne("SELECT * FROM access_counter"); $count = $result["count"]; $new_count = $count + 1; dw($new_count); // カウンターの更新 $sth = $db- prepare( UPDATE access_counter SET count = ? , array( integer ), MDB2_PREPARE_MANIP); $sth- execute($new_count); ? 埋め込み SCRIPT language="javascript" text="text/javascript" src="access_counter.php" /SCRIPT