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 電驢下載基地 >> 软件资源 >> 多媒體類 >> 《三維動畫制作軟件》(NewTek LightWave 3D)v11.0.build.2238[壓縮包]
《三維動畫制作軟件》(NewTek LightWave 3D)v11.0.build.2238[壓縮包]
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《三維動畫制作軟件》(NewTek LightWave 3D)v11.0.build.2238[壓縮包] 簡介: 中文名 : 三維動畫制作軟件 英文名 : NewTek LightWave 3D 資源格式 : 壓縮包 版本 : v11.0.build.2238 發行時間 : 2012年 制作發行 : NewTek, Inc. 語言 : 英文 簡介 : 美國NewTek公司開發的LightWave 3D是一款高性價比的三維動畫制作軟件,它的功能非常強大,是業界為數不多的幾款重量級三維
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"《三維動畫制作軟件》(NewTek LightWave 3D)v11.0.build.2238[壓縮包]"介紹
中文名: 三維動畫制作軟件
英文名: NewTek LightWave 3D
資源格式: 壓縮包
版本: v11.0.build.2238
發行時間: 2012年
制作發行: NewTek, Inc.
語言: 英文
簡介:

美國NewTek公司開發的LightWave 3D是一款高性價比的三維動畫制作軟件,它的功能非常強大,是業界為數不多的幾款重量級三維動畫軟件之一。LightWave 3D從有趣的AMIGA開始,發展到今天已經成為一款功能非常強大的三維動畫軟件,支持WINDOWS,MAC OS 32位,64位。被廣泛應用在電影、電視、游戲、網頁、廣告、印刷、動畫等各領域。它的操作簡便,易學易用,在生物建模和角色動畫方面功能異常強大;基於光線跟蹤、光能傳遞等技術的渲染模塊,令它的渲染品質幾盡完美。它以其優異性能倍受影視特效制作公司和游戲開發商的青睐。當年火爆一時的好萊塢大片《TITANIC》中細致逼真的船體模型、《RED PLANET》中的電影特效以及《恐龍危機2》、《生化危機-代號維洛尼卡》等許多經典游戲均由LightWave 3D開發制作完成。
渲染方法
I、Arnie關於HDR曝光又更多的注釋:“HDR曝光濾鏡可以選擇如何更好
地使用有限的輸出動態范圍(常規是2551)來最佳地顯示HDR信息。例如灰階調整,這個處理能夠使陰影部的細節顯現出來。HDR曝光根據黑點從新縮放了圖像的色彩,這個黑點在輸出圖像中代表黑色。這個可以被表示為普通24Bits圖像的一個百分比。缺省值,1.0,通常在24位圖像中就代表255。提高白點將使細節從最亮的區域中顯示出來但是會使圖像變得暗一些,降低黑點則在暗部中使用了更多的色彩。”你可以經常通過灰階的調整來得到這類的細節,而不損失你的黑白極限幅度。
  HDR曝光提供了和圖像處理軟件中類似的一些選項。這些選項允許手動和自動地設置圖像的白點和黑點。這一功能可以把一張渲染圖像和HDR圖像的色域設置得符合24-Bit的色彩空間。對於這一處理功能的最簡單的應用就是調整黑點來補償過多的環境光(反光)的使用,或者調整白點把曝光過度的區域中的細節顯示出來。在一個更加極端的例子中,這個功能可以被用來處理一些過於不受控制的HDR圖像,例如,一些圖像只在有窗和光源的區域顯示信息,而完全隱藏了暗部的細節和數據。
多次散射
  LIGHTWAVE7.5帶來了許多新的特性,其中之一就是對彈射次數的控制。這個擴展的LIGHTWAVE光能傳遞屬性很強大,但是使用它是有代價的。多次的彈射當然會帶來比單次彈射多的多的渲染時間。推薦你在嘗試這個功能時注意一下,並且最好有強力的計算機。由於考慮到渲染的時間,這顯然時一個很好的使用表面BAKING的案例!
頭像模型
   頭像模型多次彈射明確的用處之一就是照明類似長的大廳之類的環境。如果你嘗試用一次彈射來照明從頭到尾的大廳的話,多次彈射能夠很好地傳遞這些光超越它原來的影響范圍。另一個常用的地方是在室內環境下獲得更多的真實感。使用單次彈射往往產生有點髒的陰影,而這些地方原本應該被許多細微的真實光線所照明的。下面的圖片顯示了光的影響,開始只用一個點光源,逐漸提高到4次的彈射。
環境反射光
  這是直接來自於ArnieCachelin的原話:“當光能傳遞被打開,環境光的值將只被加到非直射的表面散射光上,而不是直射燈光。這意味著環境光的提高效果就像是散射光彈射的增加。這個不太被人知道的技巧提供了可以被調整的細微效果的光,從而大大節省由於外加的RAY-TRACE運算而需要的時間。和你所熟悉的LW照片真實的渲染方法相反,在光能傳遞渲染中環境光的設置不能忽視。一般情況下,環境光的級別需要從兩次或更高的不同角度的彈射來考慮。如果場景中有較亮的光源的話,這些彈射將趨向產生更多影響。或者有較高發光性的對象和HDR圖像的亮點時也會提高環境光的值而加強渲染的精確性。它還有助於去除由於取樣不夠而產生的噪聲雜色點,並且照亮場景中那些沒有被充分取樣的角落。這個方法比一味提高BOUNCE次數要好,因為每一次彈射都將使光線的方向的變化減少,而且強度也降低,還更加容易超出取樣范圍。將所有的彈射控制在統一的級別裡有助於表現各種特征,並且避免額外的取樣需要。” 需要提出的是加上環境光值會使光能傳遞場景變得更亮,為了補償這個效果,你可以通過後期處理來實現,設置一個較高的黑點,或者用灰階的調整。另外,還需要注意的是你不需要傳統渲染中所需要的那麼多光。LIGHTWAVE的線性灰階的特性使得你的圖像看上去比經過後期調整後的要暗一些。
光能傳遞渲染
總述
  光能傳遞是計算光從一個物體的表面彈射到另一個的處理過程,當然還有從環境彈射到環境中物體的情況。它是一個隨機的運算,使用大量的取樣數據參與計算,當然也就比一般的基於對象的光運算要來得慢。這個運算的復雜程度已經被簡化到一個控制的參數,它們決定了取樣數,光能傳遞的影響程度和其他一些方面的設置。
BackdropOnly
BackdropOnly模式的光能傳遞類似使用一個“易用型”SHADER,就像gMil或LIGHTWAVE5.6的渲染器一樣。角落,隱蔽處以及其他不能被光達到的地方按照光所能夠觸及它的程度來渲染,得到的結果比較自然,但是這個模式並不是真正從環境和光的彈射來取得數據的。BackdropOnly模式在做表面BAKING的時候非常有用,這樣能夠提高渲染的真實性、添加噪聲、預計算全局光照,以及渲染獨立於環境及其他對象的物品。許多室外的情況都可以使用這種沒有一次光的彈射的模式來渲染。
MonteCarlo
  這個模式適用幾乎所有的全局光照情況。當你希望用真實的彈射光來渲染場景時使用這個是最好的--比如帶有少數光源的室內場景,這是你可以用物體的反射光和色彩來照亮整個場景。
Interpolated
  一般情況下,這種模式允許更多的光線“差異”(就是兩條相鄰的光線所能夠容忍互相的強度差異)。這種模式允許你進行更多的質量調整來控制你的渲染時間。它使用一種更加明顯的隨機計算,以至於動畫中的每一幀可能有視覺上的差異(這就是為什麼前面推薦MonteCarlo模)。當然在不同的情況下這些設置還是可以被很好地調整,並且可以在使用真實彈射的前提下得到比MonteCarlo更加短的渲染時間,這和BackdropOnly模式不一樣。
gMil
  盡管不是光能傳遞,gMil作為另外的全局光照選項依然應該被注意。gMil是一個基於SHADER的產生全局光照效果的第三方解決方案。它是一個“密閉式”SHADER,意思是它搜索可以觸及光線的幾何體的計算方法。它的結果類似BackdropOnly模式,但是帶有關於哪些地方將被賦予光照效果的細節控制。由於它是一個SHADER,它可以被加到每一個表面上,當你不需要整個場景都有全局光照的話這將節省渲染時間。







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Instancing
Instancing lets you create mass duplication of objects in a scene, with very little overhead. Previously, you would simply run out of memory. Now, with the ability to have huge 'virtual' polygon counts, artists can populate their scenes with incredible detail, and yet retain reasonable render times.
While instances can be thought of as clones of the original source objects, they don't need to look identical. They can be randomly scaled, positioned, rotated and even surfaced completely different from the source. This means you can use instancing for any number of uses.
Flocking
Use the Flock controller, which calculates crowd avoidance of neighbors, target alignment, and cohesive attractions, to create realistic natural motions, with ease.These are the three elements of any flocking system.
Classic examples of flocking motion are:
Flocks of Birds
Schools of Fish
Swarms of Insects
Animal Herd Behaviors
Craft Maneuvers (planes, alien ships, etc)
Fracture
This new Modeler tool was designed specifically to compliment Bullet dynamics in LightWave Layout. It allows the artist to pre-fracture objects ready for destruction.
There are a number of different methods and associated settings to fine tune the look of the pieces as they are broken up. You also have the ability to create an Endomorph of the resulting fracture, which means you can animate the explosion, with or without using dynamics.
Weight maps can also be applied to the source object to control the density of where the fracturing takes place, making Fracture a flexible tool for creating breaking objects in LightWave.
Bullet Dynamics
Bullet is a fast, production proven, open source physics engine that is used in many high profile, effects-driven films and real-time game engines. Bullet features 3D rigid body dynamics originally created by Erwin Coumans.
LightWave 11 features the Bullet dynamics engine directly in Layout so that it can be used with the new Fracture tool in Modeler to create compelling physics-based animation. Things like collapsing buildings, explosions, and even natural placement of items in a random pattern, would otherwise be difficult to do by hand.
Virtual Studio Tools
The Virtual Studio Tools first made an appearance in LightWave 10, as a way of using third party controllers to animate items in your scene.
LightWave 11 continues to expand on this concept by allowing more controller types, such as the affordable Playstation® Move. These third party controllers use the new SDK available for the Virtual Studio Tools, which now allows developers to hook into the system directly.
Using the new Control Booth and Device Managers in VST, users can now manage every aspect of how their controllers are configured, and how they are used within LightWave. Essentially, anything that can be animated in LightWave can be controlled, using any device.
It is also now possible to modify how the data input is manipulated as it is captured into LightWave, using the Node Editor. This allows for complex logic to affect the input. Once a virtual performance is captured, the data can be edited in the Graph Editor, letting you hand edit any live-captured performances.
Virtual Studio Tools in LightWave 11 is a significant evolution of this technology, and with the new SDK, third party developers can extend and enhance it even further.
Interchange Tools
GoZ™
GoZ™ is an interchange technology from Pixologic®, that allows applications to send model and texture data to and from ZBrush™ for sculpting detail on a base mesh. It has proved incredibly popular among many 3D artists. Now, LightWave 11 brings that technology to you.
The GoZ implementation in LightWave Layout and Modeler is robust and fully featured. It allows you to exchange model data, along with all the associated texture maps. The Modeler implementation even lets you use ZBrush for sculpting Endomorphs for things like facial morphs.
GoZ now allows LightWave to be even more integrated within studio pipelines, making it a great addition to the LightWave 11 toolset.
Render Buffer Enhancements
Saving and viewing the various buffers produced by the render engine to make up an image, is now more powerful and much easier in LightWave 11.
The new Compositing Buffer Export panel now makes it possible to select which objects are to be included with the buffers you specify, and easier to select which buffers are to be exposed for saving or viewing.
This makes rendering out for compositing much more streamlined, as it combines and extends the functionality of two different panels you had to visit in previous versions of LightWave. It also allows saving of presets for the commonly used buffers to aid in setting up for output, something that was not possible before.
Python Scripting
Python is an industry standard programming language prevalent in most CG pipelines. The inclusion of Python in LightWave 11 allows even further integration of LightWave into studio pipelines, as those familiar with Python can quickly begin writing tools for LightWave.
FiberFX Enhancements
FiberFX now has a new volume rendering mode. "Stroke" is the original shading method for volumetric rendering. When set to "Solid," the user can apply shading and material like any normal surface. This lets you create very complex looking fibers, easily, and perform parametric cylinder rendering of the fibers.
FiberFX volumetric rendering has also been enhanced with smooth line rendering to match the pixel filter look, as well as render buffer support for all fiber types.
New optimizations that make the building and relaxed distribution of fibers multi-threaded, give you faster render times and interactivity when working with fiber setup and styling. Additionally, the FiberFX instance accelerator demonstrates benchmarked rendering improvements of 2x for complex situations.
FiberFX has also benefited from the new instancing system in LightWave 11. Volume mode now uses the new built-in instancing system. The old FiberFX Instancing Tab is no longer needed and has been removed.
FiberFX has also been given enhanced nodal support in the following areas:
Instance Info node now works to change color on FiberFX instances in Solid volume type
Added support for nodal color input to the stroke or ribbon type of volume rendering
Add nodal color UV texture mapping support for volume stroke rendering, including smoothing
Add nodal color UV texture mapping support for rasterized fibers, including smoothing
Add alpha input into FiberFX node editor
Add alpha mapping support for texture mapping
代碼


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²² °°     °° ²²
² ²
² LightWave 3D v11.0.build.2238 ²
     
²²² Release Date : 2012-04-12 ²²²
²² Nfo Date : 2012-04-12 ²²
²² ² ² ²²
²  Num. Disks : xx/60 OS : Windows  ²
²  Nfo Time : 13:37 Rel Type : Cracked  ²
²  Cracker : Team Lz0 Archive : lz0*.rar  ²
²  Packer : Team Lz0 Rating : Your choice  ²
²  Supplier : Team Lz0 Language : English  ²
²  Protection : N/A  ²
²   ²
²  Requirements : N/A  ²
²  : Always use a firewall.  ²
²  Publisher URL : http://www.newtek.com/  ²
²  Publisher : NewTek  ²
²   ²
²  (-) Keyfile / License (-) Emulator  ²
²  (-) Patch (-) Serial  ²
²  (-) Cracked .EXE / .DLL (-) Retail  ²
²  (-) Keygen (-) Trainer  ²
²  ² (-) Loader (x) Other ²  ²
² ²   ² ²
²²     ²²
²² ²  1999 - 2012  ² ²²
² ²²  °°° °°°  ²² ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²² + I N F O + ²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  Today, 3D is everywhere. It?s in all the obvious  ²
²  places?explosions, sci-fi media, illustrations, and design.  ²
²  Then there?s what you don?t see. The film shot in Toronto that  ²
²  looks like New York. The ad with a car on a mountaintop. The  ²
²  photo of the new hotel in Dubai?that hasn?t been built yet.  ²
²   ²
²  Whether you create motion graphics and visual effects for film  ²
²  and TV, architecture and design, informational graphics, or  ²
²  video games, you need tools to work for you?not against you.  ²
²  You need to hit your deadlines, meet your budget and transport  ²
²  your audience.  ²
²   ²
²  This is NewTek LightWave. Modeling, animation and rendering  ²
²  tools that bring out the artist in you?not the technician. The  ²
²  LightWave interface is intuitive, with easy tools to create  ²
²  your content and a straightforward stage with cameras and  ²
²  lights where you can put it all together and bring it to life.  ²
²  You?ll also find LightWave to be amazingly interactive. Change  ²
²  a light. Change a color. Rotate around your scene to get  ²
²  another perspective. See it right now.  ²
²   ²
² ²   ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²²+ N O T I C E ! +²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²   ²
²  Important information for site operators and other groups. By the  ²
²  first of April 2012 we will change our packaging ways to RAR/SFV  ²
²  and put the old ZIP/RAR/DIZ packaging to rest. It is long overdue,  ²
²  and this ancient way of packing has no meaning in 2012. We  ²
²  strongly encourage all other groups to do the same - and site  ²
²  operators, all you need to do is to add the 0DAY path to the  ²
²  SFV path of your setup, and your site will during the transition  ²
²  period do fine with both packaging standards. It's time to  ²
²  move forward.  ²
²   ²
² ²   ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²²+ I N S T A L L +²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  1) Unpack and install.  ²
²  2) Overwrite existing with cracked files.  ²
²  3) Enjoy this release!  ²
²   ²
²  NOTE: For obvious reasons you should always make sure that  ²
²  the title is restricted access to internet by a firewall  ²
²  to avoid any problems. Further, when running our  ²
²  keygens/patches you might need to run it with admin  ²
²  rights while in Vista/Win7 to ensure that it has  ²
²  enough privileges.  ²
²   ²
² ²   ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²² + J O I N + ²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  So you are interested in joining one of the most successful  ²
²  groups of all time? Then you might want to continue reading.  ²
²  Not only can we offer whatever your heart might desire, but  ²
²  becoming part of the group will also be one of the more  ²
²  significant decisions you perhaps will take.  ²
²   ²
²  Ever since our beginning in 1999 we’ve strived to make a group  ²
²  that not only is a group of knowledge, but a gathering of  ²
²  people that wants friendship, devotion, respect and fun. Hard  ²
²  work is what has brought us where we are today, and hard work  ²
²  is also what we would expect from you.  ²
²   ²
²  Given the amount of hours we all put into this every day, we  ²
²  like to see our self as a secondary family. We strive to take  ²
²  care of each other and thus – mutual respect is the essence of  ²
²  our group. We never pushed for being elite, as we do not believe  ²
²  that any of us deserve the mark of the elitists. Every member  ²
²  of our group is taught to honor the next guy or gal with the  ²
²  same respect as he or her demands for themselves. The same  ²
²  thought applies to how we look at other groups.  ²
²   ²
²  Are you ready to become part of a family? Do you think you have  ²
²  what it takes? Then now is the time to get up and contact us.  ²
²  Perhaps you will find a new road to follow with us. Open  ²
²  positions are as follows, but if you do feel you have something  ²
²  to contribute with but feel that it doesn’t match any of the  ²
²  open positions, then do contact us and let us be the judge  ²
²  of that.  ²
²   ²
²  CRACKERS  ²
²  Do you have a thrill to find solutions to various protection  ²
²  schemes? May it be unpacking, patching, finding algorithms  ²
²  or emulating? We’re always open for individuals that want to  ²
²  expand their knowledge in reversing. You are required to have  ²
²  some former knowledge in reversing as we do not tutor people  ²
²  from scratch. Former experience from other scene groups is  ²
²  good, but not a necessity. Unsure if you qualify? Contact us,  ²
²  and we’ll decide based on your qualities. Be prepared that  ²
²  we will demand examples of previous work.  ²
²   ²
²  CODERS  ²
²  You’re enthusiastic about coding, you love to optimize and  ²
²  integrate various projects; we always have projects ranging  ²
²  from smaller ones to large ones that are in need of attendance.  ²
²  If you are joining our family as a coder you will be appointed  ²
²  a variety of projects that will push you to do your best and  ²
²  will probably also serve as a great way of becoming an even  ²
²  greater coder. Projects are ranging from database integrations,  ²
²  IRC bots, and cracktros to tools and security oriented  ²
²  development. Examples of previous work will be required and  ²
²  experience beyond 2 years is also a requirement.  ²
²   ²
²  SUPPLIERS  ²
²  Do you have access to good titles? Perhaps you work as an  ²
²  engineer, network administrator, or by any other means can  ²
²  acquire the latest versions of what you have access to? Then  ²
²  feel free to contact us and let us know what you have. We do  ²
²  not focus on anything in particular and as such you will find  ²
²  that we do titles ranging from CAD/CAM to more common graphics,  ²
²  music and programming titles – as well as ordinary shareware  ²
²  titles. Contact us today and we will see if your titles are  ²
²  something we’d like to put some effort into.  ²
²   ²
²  SITES  ²
²  You’ve been running a dedicated and well supported site for  ²
²  more than 6 months, the site has grown some reputation and your  ²
²  staff as well as the chosen link location is security oriented.  ²
²  We do not accept sites that are running of rented boxes;  ²
²  neither do we accept sites located in United States of America,  ²
²  Germany or Austria. The speed of the site does not matter, what  ²
²  do matter is that it’s stable, it’s secure and above all – the  ²
²  entire site as well as crew is operating encrypted. You feel  ²
²  that this might be you? Then let us know today, and we will  ²
²  be getting back to you shortly.  ²
²   ²
²  BOX OPERATORS  ²
²  You have been running hosting services for years; either being  ²
²  BNC solutions or IRC daemons – or perhaps just have some boxes  ²
²  that you might think we can use. You’re an administrator of a  ²
²  network and have complete control over the box, the network  ²
²  area and access levels. If so, then you are someone we are  ²
²  interested to talk to. Keep in mind that we do not offer any  ²
²  boxes residing in the same countries as mentioned under “SITES”.  ²
²   ²
²  Remember, we all started out somewhere so do not keep yourself  ²
²  from contacting us thinking you aren’t good enough to help out,  ²
²  let us decide that.  ²
²   ²
² ²   ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²² + L E G A L + ²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  Our releases are made to make sure that the end-user is able  ²
²  to fully test a title before going into a purchase as well as  ²
²  give the end-user an opportunity to make backup copies of  ²
²  titles he or she already owns. Please do respect our stance  ²
²  on this and make sure that you buy the required licenses upon  ²
²  deciding to buy the product. Respect the software authors  ²
²  that have put time, money and effort into creating the title  ²
²  you now have in your hand.  ²
²   ²
²  1. You should only use this title for the period of time  ²
²  as you decide if this is the right product for you  ²
²  personally or for your business. Upon deciding  ²
²  that this is the product you are looking for then  ²
²  we encourage you to buy the necessary licenses.  ²
²   ²
²  2. If you already own this title then this release can be  ²
²  used as a substitute to the original disks for backup  ²
²  and archiving purposes. This is convenient if you  ²
²  own a large set of various titles that all require  ²
²  dongles to run and you keep on mixing up the dongles.  ²
²  Our releases have removed those checks and thus will  ²
²  be more convenient to use. Again, this should only  ²
²  be the case if you own the required licenses.  ²
²   ²
²  3. We do not wish for our releases to be widely spread  ²
²  across web boards, P2P networks and the like. While we  ²
²  do know that occurs we strongly urge people to not  ²
²  share these titles at such places.  ²
²   ²
²  4. The group is not involved with the spreading of the  ²
²  release, partial files or any of the cracks. The  ²
²  distribution of our releases are all done by third  ²
²  parties – and as such according to the laws of the  ²
²  countries where our members reside, it is not our  ²
²  responsibility what others decides to do with  ²
²  these releases.  ²
²   ²
²  5. You are NOT allowed to distribute our titles with the  ²
²  intent of earning money. This title is not yours to  ²
²  sell. We, as a group, do not participate in such  ²
²  actions and we plead to those that are thinking about  ²
²  selling pirated titles, reconsider – not only are you  ²
²  hurting us seeing our releases being abused, but above  ²
²  all – you are actually stealing profit from the  ²
²  software authors.  ²
²   ²
²  6. We do not take any responsibility of computer or data  ²
²  loss that may occur from using our releases. Keep in  ²
²  mind that you are using a third party solution that  ²
²  does not come from the original software authors.  ²
²  However we strive to make perfect releases so the  ²
²  chances of something like that happening are slim.  ²
²   ²
²  7. The usage of our cracks is legal in most countries  ²
²  outside of the United States, if and only if you own a  ²
²  complete copy of the program or game. But you are  ²
²  required to read the end user license agreements (EULAs)  ²
²  that comes with the various titles to be sure that you  ²
²  are not violating any agreements.  ²
²   ²
²  According to the DMCA ACT in the United States you have no  ²
²  rights to circumvent any copy protection. Keep this in mind  ²
²  as the penalties for doing so there are harder than if you  ²
²  stole the actual title from the self. Our base of operation  ²
²  however is not located in the states, and thus we are not  ²
²  bound by any of the legislations like “no electronic theft act”  ²
²  “digital millennium copyright act” or “the patriot act”. But  ²
²  you as a end-user might be, so be certain to read the EULAs  ²
²  that you agree to upon installing something to make sure  ²
²  you are not breaking any domestic laws.  ²
²   ²
²  Finally, we do encourage you to explore the open source  ²
²  community. In most cases you will find open and free software  ²
²  that does exactly what you need, and it won’t cost you  ²
²  anything. At the same time you can enjoy the feeling of  ²
²  doing something good, and support the open source community.  ²
²   ²
²  By using this release you agree to the statement written above,  ²
²  and accept that the responsibility to whet ever the usage of  ²
²  this title is legal or not is with you and you only. Make sure  ²
²  that you understand the potential risks of using this release.  ²
²   ²
² ²   ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²² + G R E E T S + ²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  HERiTAGE, RAZOR1911, F4CG, EMPHASiS, ZENiTH, MYTH  ²
²  GHOST RiDERS, LEGENDS NEVER DiE, ENFUSiA, BiN  ²
²  FATiGUED COURiERS NETWORK (FCN)  ²
² ²  CHEMiCAL REACTiON (CRO)  ² ²
²²     ²²
² ²²   ²² ²
²  ²²  °°° °°°  ²²  ²
  ²²² ² ² °±± ²² ±±° ² ² ²²²  
²²²   ² ±²² ²²± ²   ²²²
²²   ²²²²+ C O N T A C T +²²²   ²²
²² ²  ²²²² ²  ² ²²
²   ²
²  If you want to contact the group either for a open membership  ²
²  position, for a site offer or just want to let us know that  ²
²  some release might be flawed, then we welcome your response.  ²
²  However we do not send out releases, files from releases,  ²
²  cracks or information to where you might find this. For quick  ²
²  response you might want to search for us online, if you can  ²
²  manage to wait then send us an email on the address below.  ²
²   ²
²  ² EMAIL : [email protected] ²  ²
² ²  UPDATED : 4th of November 2011   ²
²²     ²²
²     ²
²  ²  ²  ²
  ²    ²  
² ²²²  °°°      °°°  ²²² ²
² ² ² °±± ²²  ²² ±±° ² ² ²
  ² ±²²   ²²± ²  
 ²²²²²²   ²²²²²² 
²²² ascii proudly done ²²²²
²² by cpN of cRo ²²
²²  in 2oo6  ²²
 ²   ² 
²² ²     ² ²²
²²² ² ²²²
²  ²
²²
²


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