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Home/World/The controversy continues in the United Kingdom: Downing Street held two parties in the early hours of the Duke of Edinburgh's funeral
The controversy continues in the United Kingdom: Downing Street held two parties in the early hours of the Duke of Edinburgh's funeral
HELEN HERNANDEZ7 days ago
Advisors and public officials met until the wee hours of the morning in two separate events (REUTERS / Henry Nicholls)
Staff at 10 Downing Street held two parties that lasted into the small hours before Prince Philip's funeral, Duke of Edinburgh, on a day when the country was in mourning and the Queen of England, Elizabeth II was forced to go alone to her husband's funeral at Windsor Castle due to health measures against COVID-19.
According The Telegraph, while the flags were at half-staff on government buildings in Westminster, advisers and public officials met until the wee hours of the morning in two separate events, that converged at the end of the night, hours before the funeral was held in the Chapel of St. George in Windsor Castle.
One of the parties was produced by the farewell of the government spokesman, James Slack, who was leaving Downing Street to join the staff of the newspaper The Sun, while the other, apparently, would have been organized by one of the personal photographers of the prime minister, Boris Johnson.
Several witnesses allege that large amounts of alcohol were drunk and dances were held without a safety distance, although, according to a number 10 spokesman who has spoken with The Telegraph, Johnson was not in London that day, having gone to his country house in Checkers.
Elizabeth II was forced to go alone to the funeral at Windsor Castle due to sanitary measures against COVID-19 (Yui Mok/Pool via REUTERS/File Photo)
The two Downing Street celebrations were held, firstly, in different parts of the building, although as the night progressed they came together in the gardens.. About 30 people attended both meetings combined.
That day, Slack finished work for the last time in Downing Street, stood up and thanked a group of advisers and press assistants in a farewell speech. Subsequently the party would have been celebrated, in which several witnesses assure that a lot of alcohol was drunk.
The second party, in honor of the departing photographer, was attended by younger members of staff and was held for much of the night in the basement of number 10. The room below the main office suite on the ground floor had limited ventilation.
A person who attended the meeting, who has chosen to remain anonymous, explained that se filled an entire suitcase with bottles of wine after buying all the material on a busy street near Downing Street. "Too much wine was spilled on the carpet in the basement of number 10", said one of the attendees.
This time, Boris Johnson was not present (UK Parliament/Jessica Taylor/Handout via REUTERS)
Hours after the party and with the country in the midst of pandemic restrictions, which prohibited indoor gatherings, the British royal family moved to the private chapel to watch over the death of Prince Philip.
Due to the strict sanitary measures, Elizabeth II, who wore a black mask, sat alone on the benches of the chapel. In addition, "to reduce the risk of transmission" of the virus, an online book of condolences was created and attendees — only 30 — were told that they could not leave flowers at the grave.
(With information from Europe Press)
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Skin essentials
The info below is a summarized combination of what I learned from skinning and mesh-making webpages, and my own newbie skinning experience. As both I and my sources are only human, however, it may contain mistakes.
The summary is split up in seven parts:
The three vital components
The naming conventions
Hands and heads
Duplicates and renaming
An anatomy trick
Why meshes won't show
For ways of extending the standard skin system, see Further customization on the Skins page. (Scroll up for information about custom body types.)
A Sim's physical appearance is the combination of at least three types of files: a 3D wireframe mesh, a bitmap file to stretch over it and a CMX file to declare the mesh to the game and attach to it any "accessory" meshes.
The mesh is an ASCII file in SKN format, a format only natively supported by the shareware modeller Milkshape as far as I know. The file contains: the mesh name; the name of the default BMP to use with it (very handy for accessory meshes that have no naming conventions); the vertices, as is usual in 3D mesh files, and what joints of the SKN skeleton these vertices will move with. The binary form of this ASCII file, found in FAR files, ends on BMF. The header of the ASCII version looks like this:
xskin-b300faskn_01-BODY
R_LEG
Line 1 is the name of the mesh file, without extension. Line 2 can be "x" or the name of the bitmap texture that goes with this mesh, also without extension. The rest is all mesh information: faces, placing of vertices and so on. An analysis of the format can be found at SimTech.
The BMP must be an 8-bit (256-colour) Windows bitmap, probably (though I've never experimented with that) not RLE-compressed, square, sized 256x256 pixels (standard for bodies), 128x128 (standard for heads), 64x64 (standard for hands) or 32x32 (standard for small accessories). Whatever its size, it must be a multiple of 2; 32x32 is a practical minimum since you can't really use anything smaller, 256x256 is a practical maximum as older graphics cards may not be able to display anything with a larger texture. It must also have a whole-number width-height ratio; 128x128 (1:1) is okay, 128x256 (1:2) is okay, 256x192 (2:1.5) won't show up. I've seen in several places that a 24-bit (truecolour) BMP will crash the game, but on my computer have found that it's the real number of colours which matters, not the image's colour depth; skins with more than 256 colours will show up white in the Create-A-Sim screen, but a 24-bit BMP that only contained 256 colours was treated as an 8-bit BMP.
The CMX is an ASCII file (its binary form, found in the game FAR files, ends on BCF) which, as said, declares the mesh to the game. What does this mean? It means that, in the case of Sim body and head meshes, if the mesh exists and the CMX does not, that head or body will not appear as a choice in the Create-A-Sim screen. If the CMX is so named as to connect more than one skin to a mesh, that mesh will appear twice in the Create-A-Sim screen, covered in two different skins. (And if, through an unhappy naming choice, the CMX connects two meshes to the same skin, that skin will appear twice in the Create-A-Sim screen, once on its proper mesh and once on a totally unsuitable one, with bizarre effects.) If the CMX in the bodystring of a Sim character IFF refers to a main mesh that doesn't exist, no mesh will be shown, and the Sim may appear headless, or be a head and a floating pair of hands; if it invokes a "wrong" mesh, the game may crash. If, on the other hand, no texture file is found to match the CMX, the game replaces the CMX with another one, putting the old string behind a semicolon. I've had a game crash on a CMX referring to a mesh with a different mesh number in BMF form; normally, though, you can put any mesh name you like in a CMX file, for instance, "xskin-B300MaFit_flippers-PELVIS-BODYB" in the file "NMFit_flippers.cmx". This can be very useful! However, this won't work for two CMX files with the same mesh code both referring to the same "wrong" mesh; the game ignores the second CMX, or both. Like the SKN file, the CMX file contains its own name; unlike the SKN file, it must contain its own name correctly spelled, or the game will ignore it.
A simple CMX file, referencing only one mesh, looks like this:
// Character File. Copyright 1997, Maxis Inc.
version 300
b300faskn_01
The first four lines are always the same. The fifth line is the name of the CMX file without extension; it must be correct, or the file is ignored. Then two "zero" lines, and a line stating the number of meshes (in this case, one). Then, for each mesh: a line stating where it's attached and a line containing its name, followed by two zero lines.
There is no skin name in the CMX; it connects skins and meshes indirectly through the naming conventions. The only way to directly connect a skin to a mesh is to put the skin's name in the mesh header, but this is overridden by any skins named the same way as the CMX.
So, what are these all-important naming conventions? Firstly, a Sim consists of at least three meshes: head, body, hand(s). The hair is generally incorporated in the head. Secondly, and this is important, a Sim has a possible total of eight dress styles, as I call these states:
Underwear/Swimsuit
Pyjama/Lingerie
Winter (Vacation)
High fashion (Superstar)
These styles apply to the body mesh. The head mesh has no styles, and unlike the body mesh, which can be changed with wardrobe objects, is not meant to be changed. The hands are the same for all states except Formal, but where the normal hands have three states - open, closed, pointing - the formal hands only have one (open). (This was the situation until HD, which scrapped the formal gloves because they were getting replaced by NPC hands.)
Simkids don't have a Formal style: the string exists in their character IFF files and can be filled with any outfit, but the game ignores it. The closest children can get to formal dress is the "Formalwear" option of the House Party costume trunk, which has its own dress styles. Likewise, in Superstar, children have no High Fashion style. The game puts "ADDED" in their buyable Formal and High Fashion strings, overwriting whatever I put in.
The naming conventions begin with the first letter of the BMP and the CMX name, and the seventh letter of the mesh (which always starts with "xskin-"). This is:
C ("caput"?) for heads
B for normal bodies
N for nude bodies
Pajama for pyamas, pre-Hot Date (note: a whole word)
U for swimsuit/underwear bodies, pre-Hot Date
S for swimsuit/underwear bodies, Hot Date
L for Lingerie, Hot Date
F for formal bodies
W for winter clothes (Vacation)
H for high fashion bodies (Superstar)
H for hands
G for formal hands (gloves)
Naming conventions hardly apply to the Work style; there may be versions of the work skin for different skin tones, and versions of the work mesh for different body shapes. For the job "Astronaut", obviously, it makes no difference.
According to these naming conventions, each skin bitmap's name contains the following information: dress style, mesh name, sex, age, skin tone, and a tag to identify the skin. The tag follows an underscore and may be followed by other tags. The CMX and mesh names contain the same information, except for the skin tone. Their tag is usually something like "_01", since the mesh and CMX are already identified by the mesh number.
The information in the name, I call the code. The tag after the underscore, which I've also seen called "skin name", I'll call the identifier to avoid confusion with the physical file's name. The format is:
bitmap: codeskintone_identifier.bmp
cmx:    code_identifier.cmx
mesh:   xskin-code_identifier-anatomy.skn
The anatomy in the mesh name would be things like "PELVIS-BODY". For the purpose of naming conventions, they can be ignored.
The identifier is mainly important for the BMP skin, as the same mesh can be used to project many different skins onto, and can be used for making sets (see "sets" below"). Identifiers in CMX files may denote different mesh combinations inside the CMX, like "C001MC_default.cmx" for just the C001MC head, "C001MC_glasses.cmx", "C001MC_tophat.cmx" etc. It's the same C001MC head mesh being referred to, but different accessories are added.
In SKN mesh files, identifiers generally serve no use, except to hint at what kind of mesh it is. Meshes are supposed to be unique per age, gender and body type, so there shouldn't be two different B200FAFat mesh files kept apart by their identifiers. (Fans may have to resort to this trick when mesh numbers are running out, though, or to use a custom mesh with existing skins.)
The code falls apart into:
dress style/body part (listed above)
three-character mesh type (skirt mesh, long pants mesh etc.)
M/F/U for male, female, both (the U is rarely used)
A/C for adult/child
fat/fit/skn/chd for fat, fit, skinny or child body type
drk/lgt/med for skin tone
A typical skin name might be "B004FCChddrk_elsie.BMP" for a dark girl skin to be used with the skirt mesh "xskin-B004FCchd_01-PELVIS-BODY.skn". The skin's identifier is "elsie", to distinguish it from other skins that go with the same mesh, age, sex, skin tone and, for adults, body type. The corresponding CMX file would be called "B004FCChd_elsie.cmx" or better still "B004FCChd_01.cmx"; what comes after the underscore doesn't matter so much. Any set of mesh, skin and CMX where the first five components of the code match, is a valid combination.
The importance of the naming conventions is this: first, for a body to appear in the Create-A-Sim screen, there must be a CMX and a BMP which share the same code. (The internal defaults, for eg. the skinny nude bodies, deviate a little from this rule.) Every valid combination of CMX and BMP will produce an outfit/head to choose from. (Outfits will only appear if they're the "B" type, ie. normal.) Second, the code of the CMX and BMP must match the Sim's personals; skin tone, age and gender must all be the same as what's laid down in the character and neighbourhood IFF. Otherwise, the game disregards the information in the Sim's bodystring and dresses the Sim up in something else.
Adult Sims come in three body types: Fat, Fit, Skinny. For females, this means a progression from flat-chested to wide-hipped and full-bosomed. Fat Sim women have a mature rather than obese figure, and the fit females are skinny-limbed and mostly buxom. For males, fat means truly paunchy, fit means your average, slightly chunky thirty-year-old and skinny male Sims have the same basic body as female Sims, which means their hips are too high. The skinny Sims of either sex might pass as teen Sims, since there are no standard teenager meshes.
Children, fortunately, have no body types; their only type is "chd" (child). Girls and boys have the same bodies.
There are only two heights: Adult and Child. Intermediates are not possible, as this would interfere with the animations. I've seen an inventive mesh-maker's height variations: a skin that was slightly taller than average, and one that was slightly shorter; but these can look funny with head animations like wearing the VR set. I've also seen a realistic fat body type, but that had problems with the placing of the hands. Making more body types is possible - but it's not easy.
There are several sites that have developed their own body types, for instance, SOB for the SimOnes "Big Girls" project, and SUM for Jerome's "Summo" (I assume that was meant to be "Sumo"?) type. The trick is to coin a three-letter type to replace FIT/FAT/SKN. The SOB files demonstrate the use of being able to reference a mesh through a CMX with a different code: the "NFSOB" CMX refers to a "B300FASOB" mesh. Normally, to use a B300 mesh, both the skin and the CMX have to start with something like "B300", but since all "B" skins are seen as outfits, the player ends up cycling through nude "outfits" when using the wardrobe. Connecting the B300 mesh to a CMX file starting with "N" keeps it out of the wardrobe.
Heads have the same naming conventions as bodies, although they don't have dress styles, and as with bodies, if they don't pass the criteria, the game replaces them with something else. Hands have limited naming conventions, but have one tenuous connection with dress style: gloves.
About heads, there isn't much to say, except that they are not supposed to change, which means that any changing or hairstyle, headgear etc. has to be achieved by writing the headgear/hairstyle as accessory into the body CMX file, so that a change of outfit may leave the Sim bald.
There are three hand meshes: open (normal), pointing and closed. The second two I hadn't seen until I installed House Party: the fists are used to grasp the bars of the dance cage and the pointed fingers for some embarrassingly dated disco dancing. (The closed hands are also used for planting and weeding in Unleashed.) They come with six CMXs that the user will rarely have to bother with, and three skins that go on both hands, starting with HUAO-, HUAP- and HUAC-: Hand, All three sexes, Used on both sides, Closed/Pointed/Open. This is followed by "drk/lgt/med", but no identifier. Giving the hand files an identifier locks them to the body BMP with the same identifier (see "Sets" below, and the section on making sets). To have separate left and right hands (for the Michael Jackson glove effect) there are the skins HMROlgt.bmp, HMLOmed.bmp, HFROdrk.bmp etc. which work by the same code: Hand, sex=Male, side=Right, Open, dark/light/med tone. Adding identifiers to these filenames has the same effect as with the HUA-files.
Gloves have only one shape: open. (I guess people don't disco in formal dress.) The only standard gloves skin I've seen (apart from NPC skins like the burglar's gloves and the Grim Reaper's skeleton hands) is "GFAO_bride.bmp": Glove, sex=Female, side=All, Open, with an identifier ("_bride").
People who update from Livin' Large to Deluxe or later may notice that the bride no longer wears gloves. In my Unleashed installation, I've found that the glove strings for all characters were filled with strings like "GMAO_bear1" and "GMAO_yeti". Needless to say, these textures didn't show up in the game, and neither did any other glove skins; it seems that with the new dress style strings, the gloves string is ignored along with the old formal string. This solves both the Hot Date bug of assigning all Sims gorilla "gloves" and the problem of the gloves having no closed/pointing form, but introduces a new problem: what if the Sim is supposed to have gloves with that tux?
The solution, post-HD, of getting gloves on a Sim is the same as the solution in all versions for getting glove-like hands off a Sim: change to a new "normal" outfit. Suppose the "normal" outfit is a Batman jumpsuit complete with glove-coloured hands. To prevent SimBatman swimming with his gloves on, first make him wear another outfit that doesn't come with gloves, then have him change to swimwear. To get gloves with a formal outfit is trickier; first have the Sim change to a normal outfit with gloves of the right colour, then change the Sim to formal. A pity hand skins can't be changed directly...
Gloves have identifiers, but unlike hands, their identifiers don't seem to "lock" them to an outfit. I suppose that glove strings could be edited in the versions before Deluxe/Unleashed. Editing hand strings is useless; the game will write back into the file what it considers the "right" hand skins, which is either the skins with the same identifier, or the defaults.
The practical side of making sets is explained here. Sets are: one or more dress styles (other than the normal style) customized to appear on a particular Sim. There are two ways of making sets: the way that work in pre-HD installations, and the way that works in post-HD installations. They are 90 percent mutually exclusive, because the parts of the bodystring that are affected in the one situation are ignored in the other, and vice versa.
The pre-HD way of making sets depended on the identifier. The idea was that if the B-type skin bitmap had an identifier that also occurred in other-type skin bitmaps - so, for "B002MCchddrk_sammie.bmp", there was also a "NUchddrk_sammie.bmp", a "Pjsmchddrk_sammie.bmp", a "FMchddrk_sammie.bmp" and a "HUAOdrk_sammie.bmp", then these other files would automatically be filled in for the Sim using "B002MCchddrk_sammie.bmp" as a skin. Very handy for people who want to download and assign skins without having to manually edit the Sim files, but there are disadvantages. Firstly, it is hard to apply the same principle to use custom meshes, or custom combinations of meshes, instead of custom skins. (For custom meshes, like a "pregnant" mesh, it's best to use a custom body type.) Secondly, it can lead to enormous redundance: for instance, I have a huge collection of hand files for all the Sailor girls I've downloaded. They have names like "HUAOlgt_SailorMoon.bmp" and "HUAOlgt_SailorSaturn.bmp" to be automatically assigned along with the main skin, but they are basically all the same pair of white gloves. Thirdly, all three kinds of file used to incarnate a Sim can have more than one identifier; in that case, which of the identifiers is significant in keeping a set together, the first or the last? I've found a suggestion that the identifiers don't even have to match exactly; although the formal gloves for the Starlight Sailors were ignored in Unleashed, the combination of "BxxxMAFitlgt_Star2" and "GUAO_Starlight2" was flushed out by the name check (the character was assigned the yeti gloves instead) but the combination of "BxxxMAFitlgt_Star" and "GUAO_Starlight" wasn't, suggesting that "_Star" and "_Starlight" were close enough.
The most important thing to remember about the pre-HD set-making method, and this also applies to hands and nude bodies in the post-HD situation, is that the set is determined by the identifier on the normal body. The identifiers on the head or formal gloves have no effect whatsoever, and adding a tag to the nude skin identifier to try and get the default hands back in nude dress style will only break the set.
Onto the post-HD set: here, it is possible to customize every dress style independently and in every aspect - mesh, skin, CMX - as long as the style is buyable. At last, no more fiddling with the identifiers, except to customize the nude skin, which can still be necessary, as not every Sim's skin tone is light, medium or dark as displayed in the game; Gothic Sims tend to be paler, realistic "coloured" skins may be a lot darker. Hands are also completely disconnected from dress styles now; in later expansion packs, formals no longer have gloves, and winter wear never had any. The post-HD system relies on extra lines added to the bodystring and three new mesh/CMX types: S, L, F (plus W in Vacation, and H in Superstar).
Unlike the old system, the new system allows doctoring the CMX files for different dress styles, and thereby putting non-standard meshes in a set, while using the standard body types. So, "set" in the old meaning of dress styles all depending on one shared factor (the identifier) has ceased to exist. The old dress style lines in the Sim character file are ignored, their information is not somehow transferred to the new lines when Hot Date or later is installed; set-makers have to start over. (The identifier still has some effect, though. If, in a post-HD setting, I pick a normal outfit with an identifier in the CMX file, and there are CMX files with the same identifier for the other dress styles, it is these CMX files that are automatically filled in when the Sim is created. But if CMX files with the same identifier are not present for other dress styles, the game may crash.)
(However! As of Deluxe/Unleashed, the nude CMX can no longer be replaced by a customized version; the default name is written back into the file each time the game is started. I can split "nuskn_01.cmx" into "nfskn_01.cmx" and "nmskn_01.cmx" for the purpose of having different male and female nude meshes, but I can't make a "nuskn_pregnantbody.cmx" for one specific female skinny Sim. Older versions allowed the user to replace the default nude CMX with something else through manual editing, but that option is now gone for good.)
The new system is also as fussy as the old one in actually applying the custom set. Before HD, the user had to cycle through all outfits in the dresser before the game would write the correct strings into the user IFF file. In HD, cycling through formalwear etc. is part of the game itself, but any Sim with a custom body type is treated as Fit, so to actually get the right outfits into the Sim's file requires manual editing. This does mean that other dress styles can have a body type different from the normal-wear body type and from each other, without causing a game crash; very convenient for sets with missing dress styles.
Accessories have no real naming conventions. A pair of spectacles may be contained in "Spectacles.BMP" and "xskin-Spectacles.SKN". There would not be a CMX for this spectacle mesh, as it would be included in a "B300MASkn_Nerd.CMX" or some other CMX linking the spectacles accessory to one of the three main meshes. As the CMX doesn't provide a clue what texture to use on the mesh, the filename of the BMP to use is included in the mesh's header.
Accessories are any meshes - and skins for those meshes - which are not one of the three main types: head, body, hands. Hair is usually part of the head mesh, but when it's a separate mesh, it becomes an accessory. Ditto for glasses, hats, earrings, the ribbons and bows on Sailor Moon outfits, etc. As the above definition implies, they have to be attached to one of the three essentials. You can't really attach anything to the hands (the game ignores custom hand CMX files) so that leaves the head and the body.
This screen capture of Elisims shows hair accessories connected to a Sim's head.
So far, I've used "attached" ambiguously. I've used it for the way meshes are organized - does the accessory go with the head, or the body? - and for the way they are physically stuck on the main meshes. In the first sense, attaching an accessory means choosing in which CMX to put it: the body CMX, or the head CMX. In the first case, it will disappear when the outfit is changed, meaning, one CMX is flushed out and another loaded. In the second case, it will stick to character, because the head CMX is normally never changed. That doesn't mean that the accessory physically sticks to the body or head, and this brings me to the second meaning of attachment: which body part it sticks to and moves with. An attribute that is always meant to be part of the Sim, like a staff, is attached to the head - but physically, it is attached to whichever hand is holding it. Conversely, earrings which belong with a customized Formal dress style are attached to the body, but physically they are attached to the head - the ears, but the whole head is one "joint" - and will move when the head does. A Sims mesh has "joints": body parts that accessories can be fixed to. I won't list them here, as anyone who edits SKN files with a SKN-compatible 3D modeller will see them listed as joints. Accessories are physically attached by assigning them to these joints, and this assigning is done primarily in the CMX.
A CMX file for the head shown above would run like this:
C210FA_adSailV   (-> CMX name)
3         (-> 3 meshes total)
HEAD      (-> attached to head joint; like the other two)
xskin-C210FA_adSailV-HEAD-HEAD  (-> the head mesh)
xskin-C210FA_adSailV-HEAD-BOW  (-> the bow in her hair)
xskin-C210FA_adSailV-HEAD-SPECS  (-> the trademark anime-heroine "mask")
The example above is a logical reconstruction of a CMX for three files, a head and two accessories (where the accessories follow the naming conventions, though they don't have to), fixing the accessories to the Sim permanently. The example below shows head accessories (hair and hairclip) being attached to the body, where the CMX file's identifier, "_bktail", distinguishes this CMX from the standard "B300MASkn_01.cmx" which contains no accessories.
b300maskn_BKtail
xskin-b300maskn_01-PELVIS-BODY
xskin-BKtail
xskin-BKstar
To lock this hair permanently to the head, this CMX must be replaced in the bodystring by the standard "B300MASkn_01" and the head CMX "CAG0MA_BK.cmx", which contains no accessories, by this one, "CAG0MA_BKtail.cmx":
CAG0MA_BKtail
xskin-CAG0MA_BK-HEAD-HEAD
To make matters more complicated still, although the hair mesh is physically attached to the head, parts of it are attached to the shoulder and back to make it move with the body. In the CMX, the accessory is only assigned a "starting point"; individual vertices of the accessory mesh can be assigned to other joints. Fortunately, that is taken care of within the mesh itself.
Something to keep in mind is that all accessories in the head CMX show up in the character's "face" icon, in a rather rucked-up way if the joint they're assigned to is not the head joint. From HD onwards, the "face" icon is created in a different and more crash-sensitive way; if the accessories are too big, the game crashes on the making of the icon. In that case, the accessories are best added to the body CMX. (Which is what I've had to do with a JunJun skin, see the Skins and meshes page, right at the bottom).
The strict naming conventions have one major disadvantage: the need for duplicates. For instance, I have one BMP file for Katze's head. It is the same for the male and female Katze, only the mesh differs slightly. Nevertheless, I have to copy it and name one copy with "M" and one with "F", or one of the two Katze forms doesn't have a head. And these two files are identical. (Note: it is possible to use "U" in CMX filenames for unisex meshes, and in BMP names for unisex textures. This works for bodies, I haven't tried it with heads.)
The same applies to bodies. Female Katze's jumpsuit shows practically no skin, yet if I wanted to put it on a dark-skinned Sim, I would have to make a copy where the "lgt" in the filename is changed to "drk".
Sometimes, a skin is renamed only to connect it to a different mesh. In BodyWarp, I can load skin "C001MAlgt_BK.bmp" on mesh "xskin-CAG0MA_BK-HEAD-HEAD.skn". Not so inside The Sims. Both filenames had better contain "CAG0", or there's no saying what head the character will get. What if I think that skin looks cool on a C001 mesh too? Then I need to make a separate copy of the skin and change "CAG0" back to "C001".
A lot of duplicating and renaming goes on to use the same skin for a different dress style, or to change pre-HD clothing "sets" to post-HD ones (and how to do this is explained in Customizing dress styles). Would that cocktail dress make a sexy nightie? Maybe, but it won't happen unless its name is altered to start with "Pajama" or "L". And as a "B" mesh can't be combined with an "L" bitmap, if there is no suitable existing "L" mesh, the mesh may have to be copied and renamed too. (Actually, a quick'n'dirty solution is to write an "L" CMX pointing to a "B" mesh, but they don't do quick'n'dirty at Maxis - at least not always. ^_^ And I've found there can be problems if the CMX and mesh name's mesh codes don't match.)
The worst example of duplication - and this is probably why the Swimsuit pack is no longer officially up for download - is the children's swimsuit meshes. The old child nude mesh type is "Nuchd", the "u" indicating that it is used for both sexes. This mesh is also used for swimsuits, thereby obliging both sexes to have the same skintight no-frill basic swimsuit models. To get round this, the B300mcchd and B300fcchd meshes were made. However, these are simply duplicates of the nude mesh, not differently shaped meshes. And the also included B300ucchd mesh was again a copy of the nude mesh - that makes four times the same mesh. Now it may be necessary to change a mesh name because of the way outfits appear in the wardrobe: "U" outfits appear for both boys and girls (I haven't tested if this works for adults, but they have very few "U" meshes), "M" outfits only appear for boys and "F" only for girls. But if you've named a frilly bathing suit "B300Fcchdlgt_frills.bmp" to avoid ever having it appear on a boySim, you need a B300Fc CMX file to go with that, because the game won't accept a B300Uc CMX with an M/F skin (actually I'm not sure that's true, as the male and female nude textures both work with "nuskn.cmx"); and then it would be consistent to put M/F in the mesh name too. The B300M/Fc meshes are for gender-specific skins, the B300Uc mesh is for unisex skins. Okay, so far, I understand. But the Swimsuit pack also includes a B301ucchd mesh, which again is simply a copy of the child nude mesh, and of which I completely fail to see the use.
All this nicely fills up the harddrive and is unpleasantly confusing when trying to find a particular skin. However, I've heard that duplicate skins are fairly harmless; it's duplicate meshes that tax the system when the game is loaded.
In all, I wish the game makers had chosen a more economic naming system...
This trick I discovered when I used an accessory mesh whose name ended on "BODY"; it took its texture from a Sim's body skin, not from the skin name in its own header. It's handy for re-using accessory meshes, which normally can't change skin in the way that head and body meshes do.
At the top of this page, I've said that a mesh's naming convention is "xskin-code_identifier-anatomy.skn". The "anatomy" bit is "PELVIS-BODY" for body meshes and "HEAD-HEAD" for head meshes. The bit before the hyphen is the main "joint" the mesh is attached to. A head only has one joint, but a body accessory may be attached to R_HAND or NECK. The joint also decides whether a mesh will appear in the Sim's face icon; if it's not assigned to HEAD, it won't, and if it is assigned to HEAD but won't fit in the icon (this is a problem in higher expansion packs, which can't deal with certain head meshes) the game crashes. The "PELVIS" bit can be left out, and to make mesh names fit within the Mac maximum of 31 characters, I usually do that. As is clear from a look in the Sim's IFF bodystring, the "BODY" and "HEAD-HEAD" bits tell the game whether to texture the mesh from the head or body skin.
What this means is that if I UVmap a pair of glasses to an unused part of a head skin (top right corner, for instance), I can have one head skin with a red top right corner which has red glasses, one head skin with a green top right corner showing the same glasses in green, andsoforth. I then need only one spectacles mesh named "xskin-multispecs_01-HEAD-HEAD.skn" instead of a mesh called "xskin-redspecs_01-HEAD-SPECS.skn" with "redspecs.bmp" in the header, an identical file "xskin-greenspecs_01-HEAD-SPECS.skn" with "greenspecs.bmp" in the header andsoforth, and I don't have so many texture files lying around either.
Finding space to fit the accessory's UVmap can be a problem. That led to a second trick: the "double" head. This is a normal head mesh, whose UV map has been squashed into half its normal width. Since a UV map's coordinates are relative, not absolute, that means I can put a 128x128 normal head texture side to side with a 128x128 hair texture in a 256x128 file. Hair meshes can get quite big, and need texture files as large as that of the head itself. I can now do two things: combine the hair and head meshes into one mesh which needs a "double" texture file, or keep head and hair mesh separate, but have them both end on "HEAD-HEAD", so they will each use their half of the double texture file, but I can play mix'n'match through the CMX file.
Making a "double" body mesh in the same style leads to a texture too big for some graphics cards to handle, so for body textures that include accessories, I've either shrunk the whole body to three-quarters of its size and used the space along the edges, or - a trick I read in a forum - mapped both arms to the same space, leaving enough space for small things like hat textures.
It sometimes happens that a mesh is invisible in the game. A Sim shows up headless. Or, there's a head and two hands, but no body. That mesh is there! If it was missing, the game would have crashed. I've found three reasons why a mesh won't show:
The mesh name, on the first line of the mesh file, ends in ".skn".
If given, the texture name, on the second line of the mesh file, ends in ".bmp".
The mesh is in "Animation.far" and being referred to by a BCF file outside "Animation.far" (if it had been a CMX file, the game would have crashed).
There's something wrong about the format and I haven't a clue what, but loading a mesh in BodyWarp and saving it solves the problem. (If BodyWarp can't load it, there's something seriously wrong with it.)
Meshes with internal format errors, like more faces than the face count says, or missing blend vertices, will show up horribly distorted. They may crash the game; I once tried to add blend vertices to a cloak before understanding the SKN format, and managed to do just that.

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: Unable to upload videos to imgur with javascript I am able to upload images as binary files to imgur endpoint https://api.imgur.com/3/image. As the documentation states, we can upload videos as well using the video key instead of image key, but I am unable to.
I successfully uploaded a gif file using the exact same code below but instead of video key, I provided the required image key. But if I try to upload an mp4 or webm file with the video key it says "No image data was sent to the upload api". And, if I provide the video binary file into an image key it gives me a 500 status.
function uploadFileToImgur(outputFileLocation) {
  return new Promise((resolve, reject) => {
    fs.readFile(outputFileLocation, (err, data) => {

      if (err) {
        reject(err);
      }

      const uploadHeaders = {
        Authorization: 'Client-ID ' + IMGUR_CLIENT_ID,
      };

      let formDataOptions = {
        'type': 'file'
      };

      const fileType = getFileType(outputFileLocation);
      if (!fileType) {
        reject('Wrong filetype');
      }

      if (fileType === 'image') {
        formDataOptions['image'] = data;
      } else {
        formDataOptions['video'] = data;
      }

      const uploadPostOptions = {
        url: 'https://api.imgur.com/3/image',
        headers: uploadHeaders,
        formData: formDataOptions
      };

      requestMaker.post(uploadPostOptions, (err, response, body) => {
        if (err) {
          reject(err);
        }
        resolve(response);
      });
    });
  });
}

The API responds with
{
  "data": {
    "error": "No image data was sent to the upload api",
    "request": "/3/image",
    "method": "POST"
  },
  "success": false,
  "status": 400
}

redpajama_set_name: RedPajamaStackExchange


The purpose of this study was to analyze the content of New Jersey law firm home pages on their World Wide Web sites in order to compare and contrast selected variables.
Previous studies and information on legal Web site presence on the World Wide Web was researched.
Fifteen Web sites were studied to compile an initial list of variables. The variables were adjusted based on research of the law firms and browsers' opinions. Twenty-nine variables were selected.
Major Web sites researched were the National Law Journal, the Indiana University School of Law, and the American Bar Association. None led to a comprehensive list of New Jersey law firms.
On-line research led to The Martindale-Hubbell Lawyer Locator with the most complete and timely information available at the time of this study. The first 40 New Jersey law firms were analyzed for content from February 2, 1998-February 16, 1998. The variable frequency was charted.
From the findings of the study, conclusions were made as to the most prominent frequency of variables found in New Jersey law firms' home pages.
Web sites vary in size and quantity of information but are similar in content. The purpose of these Web sites is to have a presence on the World Wide Web. Law firms as small as one and as large as 850 practitioners maintain Web sites with extensive home pages.
Kaufman, Karen, "A content analysis of New Jersey law firms' World Wide Web site home pages" (1998). Theses and Dissertations. 1965.


Choose the Insert tab on the Ribbon.
Choose Recommended Charts on the Ribbon under the Insert tab. An Insert Chart dialog box will display on your screen.
Choose a chart from the Recommended Charts or choose All Charts to see the entire library of charts.
Choose OK. A chart will be created and placed in your Excel worksheet. A Chart Tool tab will also appear on your Ribbon.
The Chart Tool tab will allow you to add options to your chart including titles, apply filters, or change the look of your chart.
When you add a chart to a slide, PowerPoint will automatically open an Excel window so you can enter the data to be applied to the chart.
Choose the slide to which you would like to add a chart.
Choose the Insert Chart icon that appears on the slide. If there is no Insert Chart icon on the slide, choose Insert tab on your Ribbon. Choose the Chart option. This will open an Insert Chart dialog box.
Decide on the chart category.
Choose a chart type and choose OK. This will open an Excel window.
Type in data that you would like to illustrate with your chart. When you have finished inputting the data, choose Close to exit the Excel window.


text:
Q: Showing blank tiles osmdroid with Mobac offline tiles Refering to this question , Download maps for osmdroid  and the accepted answer , on some device it shows blank grid ,though it shows marker ,i kept the zip file of Mobac created tiles in sdcard/osmdroid.

A: did you add WRITE_EXTERNAL permission in you manifest.xml ?
osmdroid try to catch your loaded map on disk so need WRITE_EXTERNAL permission.
if on some device it work without this permision maybe osmdroid configuration is different or osmdroid folder exist on device.


text:
Carriera
Con la  ha disputato due edizioni dei Campionati mondiali (2018, 2022) e i Campionati europei del 2019.

Altri progetti

Collegamenti esterni

redpajama_set_name: RedPajamaWikipedia


The last week in August was an experience time that we'll never get to repeat. We used VmWorld 2016 as a venue to launch our company, breaking out of stealth with the announcement of our Community Edition product. For a company like NooBaa, this is a pivotal moment for the whole team; the marketing effort to tell the world that we're here, the engineering effort to deliver a trustworthy and delightful customer experience, and for the team at large a great chance to absorb everything they could about the IT world around us. So although VmWorld isn't necessarily a conference about Petabyte data challenges, it's perhaps the world's best proxy for the enterprise IT marketplace, full of opportunities, competitive threats, partnerships, and industry support.
"We're done with stealth! Let's ship this product!"
We flew the entire engineering team from our Ness Ziona office outside Tel Aviv to Vegas, allowing them to engage directly with customers and partners. It gave everyone the chance to think not about code and bugs and functions, but to think about benefits, and why customers would want to use the product, and why customers need those features. It also highlighted for everyone the great challenge in delivering a killer 30-second elevator pitch! The learning curve was steep but fun, and a critical step in coming out of stealth and exposing our product to the market.
and we're looking forward to a huge future for the company!


text:
Biomutant Review (PC) – Tooth and Claw
James Wood
Experiment 101
Biomutant slaps. It's taken a long time to find the exact combination of flowery language to convey it but much like the game itself, I think it's best to trim away the excess and focus on the point. Biomutant inescapably, properly slaps.
The end result of a very publicly protracted development cycle, Biomutant arrives on the fractured lines of a hardware generation divide. Fittingly then, it delivers an open-world experience that feels as if the lessons of the past decade have been well and truly learned.
It's light on its feet and confidently dismantles the excesses of the genre, replacing them with myriad quality of life improvements and charming accoutrements.
Paired with an engrossing fable about the end of days and a world overflowing with surprises, Biomutant arrives after years of evolution to be an apex predator in a world of lemmings.
Biomutant Review
Biomutant is all at once congenial and bracing. While very much still playing with familiar beats and mechanics of the hybrid genre that defined much of the last generation, it extracts only the best elements with precision. In the absence of the glut of content that many of its contemporaries often fall victim to, it frees itself to be not exactly something new but something…evolved.
You'll be playing as an outcast warrior of the furry variety, adrift in a world that straddles the line between mid-west Americana and Eastern mythology Pixar. Essentially, late-stage capitalism has done it again and doomed the planet to a toxic endgame that an assortment of mutated animal life is currently railing against. A wise old man tasks you with uniting the warring tribes of the land and slaying the four World Eaters; large beasts who have made warped kingdoms in each corner of the map.
How your mammal Ronin impacts the coming storm is largely up to you as Biomutant establishes immediately that customisation and freedom are at the forefront of its design ethos.
Biomutant's character creation is one of the more gratifying ones I've seen in recent RPG memory. You'll start with a choice from six different breeds of vaguely mammal origins. Each is more or less equipped for different gameplay styles; offensive, stealth, gunplay and the like. From this baseline, you'll be tweaking your stats and your physicality through one sliding 3D scale. The changes in stats are instantly reflected in your character's genetics. I wanted a brawler who could also manipulate psychic energy which required a brainier than average muscle lad.
By pushing the scales in the Intellect direction my boy's head began to balloon and his arms grew smaller in cartoonish proportional swings. It's an interesting blend of grunge and fur, something you'd see come out of Western animation houses in the 90s before the edges were sanded off by TV regulatory bodies.
But true to its nature, Biomutant is a game about mutations and evolutions, meaning your character never really stops changing. Your baseline build is the point of reference of course but if you get out into the world and discover a penchant for a different style of combat there is guaranteed to be a selection of equipment and upgradable skills to let you explore that new path. There are a handful of upgrade currencies in the game that allow access to escalating abilities both passive and active, as well as a decent selection of perks and combat styles for each type of weapon you find.
Fur Wars
Combat in Biomutant is ragtag a collection of mechanics and stylistic inspirations combined and refined into its own wonderful thing. Three core pillars make up the bulk of the combat; melee weapons, ranged guns and Psi/Bio powers. Each core contains a plethora of options within, each of which can be freely combined into your own unique fighting style. Whatever you're most comfortable with, Biomutant wants to accommodate you and it's going to make sure you look and feel exceptionally cool while doing it.
Most encounters play out with similar beats. You'll often be swarmed by mobs, occasionally led by two or more larger foes, who will deploy a variety of ranged and close encounter attacks against you. You're equipped with a generous parry for up close and personal blows, as well as a slow-motion dodge that, when paired with your firearm of choice, becomes an immensely satisfying bullet-time experience. If Biomutant struggles anywhere with combat it's the elusive "weighty" impact that the genre's best nail. While sliding between foes is effortlessly smooth, it can sometimes make encounters lack satisfying collisions.
The game's detailed animations and responsive play make for a brawler that sits comfortably in the mid-tier of the genre, never hitting the highs of its more refined contempories but never outright faltering either. Things are elevated to new heights during the game's four major boss encounters, each utilising scenario-based traversal and weaponry that took me right back to the most daring days of Rare's 3D platformers.
Trust me, that'll make a lot more sense when you get to…the moment.
Fashion Souls
Like many of its contemporaries, Biomutant is also very much a game about loot and how it relates to self-expression. The game is littered with a seemingly endless supply of clothing options that range from new world spiritual garments to old-world jeans and Converse. Very early on in the game, I found a beanie with little ears on it and fell in love. I modelled my character's entire aesthetic around it and just refused to take it off even in the face of much better equipment. Biomutant let me do this though, allowing me to upgrade my simple knit headwear at a workbench so it could keep pace with the legendary equipment of my foes.
It's a small gesture but one that makes a world of difference to my investment. So by the time I was facing down the final boss of the game I was decked out in mid-2000s grunge wear. Ripped skinny jeans, dirty Connies, a low cut shirt with a leather jacket over the top and, of course, old faithful on my head. Each garment had armour upgrades bolted onto the sides, individual pieces of physical gear that boosted my stats and made me look like a Road Warrior who just wanted to find the right boy on a crowded bar floor.
Biomutant is the kind of game that wants that exact type of over-identification with your little rodent avatar. Whether it's your fit of choice that speaks to your inner Emo teen or the combat that bends around your play style, the game is near-constantly finding ways to ensure you feel entirely yourself in its world.
Old World, New Tricks
The world itself is a misshapen yet oddly cohesive collection of biomes ripped apart by chemical fallout and retaken by nature. Biomutant's sprawling world is littered with metropolitan remnants and echoes of humanity, far enough removed so that we as a species are entirely absent in the game but our footprint remains in the sand. Urban town centres with shell shocked high rises, unkempt highways and tracks, small farmsteads on the outskirts and even a handful of towering monuments to science remain in Biomutant's world but it is unmistakably not ours anymore.
In humanity's absence, both nature and animal life have claimed these spaces, some turned into makeshift homes and workshops, while others are left to decay in the hopes that one day the creeping branches and moss will cover the mistakes of the past entirely.
Between our leftovers, you'll encounter fledging townships of clay and wood nestled into a variety of terrains and climates. Biomutant's biomes are the usual selection of forests, deserts and wastelands but each is imbued with such distinct personality that these expected locales are exciting to discover nonetheless. My trip across the river into the hard cut red stone mountains remains one of my favourites, the transition from rolling green hills into the harsher unknown a familiar beat in this kind of game but somehow made new again by Biomutant's relentless charm.
Scattered across the land are puzzles to solve, caves and underground facilities to plunder, travelling merchants to trade with and lost souls to aid, the list goes on. You'll also need to traverse stretches of land that are still being ravaged by extreme weather or radiation conditions. These gauntlets house high-level enemies and loot, and are visible from miles off, making them a daunting task but a rewarding one nonetheless. To brace the elements you'll either need a high natural resistance (which you can boost with your stat points) or deck yourself out in the appropriate attire, or even mount, for the occasion.
It's an open-world game to be sure but one that has been refined, trading overwhelming scale for an intelligent scope without sacrificing sprawling planes to tear across on your mount of choice. It's delicate work, not overcrowding the limited space with the litany of tasks and events Biomutant has to offer while also still allowing for emergent and immersive moments in the spaces between. For all there is to do in the game it also understands the importance of quiet, like Breath of the Wild before it, Biomutant is confident enough to let you sit with your thoughts as you trek across a vast open field with the sun at your back and the state of the world on your mind.
Morality Clause
And it is undeniably the state of things Biomutant wants you to consider, weaving a fable of loss and/or hope depending on how you engage with its narrative. As far as the building blocks go the story is solid if a little workmanlike. The old world is dead and, in its ashes, a new one has begun with warring tribes vying for power and an orphaned chosen one destined to unite, or bring ruin, to the land. Again though, just as with the world design, Biomutant elevates this tale as old as time with consistently engaging writing and earnest subversions.
While the game's melancholic final act remains my favourite of these, it also notably does away with the typically patriarchal bent of these stories. Your mother is the legendary figure whose shadow the world lives in, your path through it marked by her impact, for better and sometimes worse. There are "good" and "bad" guys in Biomutant but like the human structures of old, these binaries begin to mean nothing in the face of what's to come. As such, your choice of tribe alignment dictates ideological shifts rather than moralistic ones – though I guess that depends on how you feel about liberals.
Biomutant does also implement a more explicit moral coding with its Light and Dark Aura system, a means of impacting both the physical state of the world and your abilities within it. Thematically and aesthetically speaking having a literal angel and devil goad you into choices throughout the game fits well within the storybook nature of Biomutant's world, even if mechanically it never quite finds its footing. In a world of nuance, such stark moral coding isn't all that satisfying to engage with beyond the special abilities gated behind high enough points in either direction. Which, granted, are a dope selection of powers worth galvanising, or sacrificing, your moral code for.
In a similar vein, Biomutant's frankly massive script is brought to life, and slightly held back, by its narrator. First up, massive props to voice actor David Shaw Parker's work here, as Biomutant's narrator he is ever-present and required for some of the game's biggest emotional beats to work as well as they do. Memories are a crucial pillar of the game's thematic work and Parker's familial tone guides you through the best and worst of your characters, each one is given just the right amount of import and levity.
As a storytelling device, it wobbles somewhat when it comes to the moment to moment world interactions. The various animals of Biomutant all speak the same inflected gibberish that the Zelda series has traded in since its move to 3D, a collection of grunts and snarls in place of voice acting.
Things get tricky when the game delivers these sounds before having the narrator convey to you a rough interpretation of what was said though. For greater story moments this non-precise understanding of intentions and meaning is quite fitting, less so when you're just trying to engage with a vendor or minor side quest. The duel audio tracks make many interactions feel just slightly too long, an annoyance that never fully derails my enjoyment of NPC interactions but was consistently nagging at me.
If anything, this minor gripe only stays with me because Biomutant is an experience teeming with quality of life improvements and playability concessions. Take mounts, for example, the game is happy to offer them up to you both early in the campaign and make them summonable anywhere with the press of a button. Or the game's navigational information, forgoing an intrusive header compass for a simplified single waymarker, freeing up the HUD. All while running at a consistently smooth 60fps with only a couple of small visual bugs, an achievement in its own right.
Bioluminescent
All of these fantastical elements are united in the game's absurdly beautiful and punky aesthetic. Some smudged textures and reused assets aside, Biomutant is a heavy hitter in both technical elements and art direction. A dynamic weather system and day/night cycle make for moments of unscripted beauty, rain pelting down amid a toxic miasma or the sun nestling perfectly between a rocky outcrop on the horizon. Then there are the little touches, the overly cartoonish puff of smoke and dust kicked up while dodging or clash of your AOE elemental powers on already affected land. I could go on for hours about the many ways Biomutant delighted me with its style but these are surprises best seen for yourself.
That lengthy development cycle I mentioned about two thousand words ago has thoroughly paid off for Swedish developers Experiment 101. That a game of this calibre was brought to life by just twenty or so people is the kind of magical surprise I didn't know the genre or AAA adjacent market could still produce. Biomutant is a statement of intent, a deliberate step away from the excess of old and toward a genuinely exciting reinvigoration of the genre.
The wait to explore this new world may have been a little long in the tooth but Biomutant has emerged as a game about, and of, spectacular evolution.
Biomutant was reviewed on PC using a digital code provided by the publisher.
Reader Rating0 Votes
Refined Open-World Gameplay
Player Choice and Customisation
Gorgeous Art Direction and Performance
Subversive Story
Clunky Morality System
Unbalanced Narrator Implementation
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James literally cannot recall a time in which video games weren't a part of his life.A childhood hobby turned adult fascination, gaming has been one of the few constants.


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Fascia ist eine kleine italienische Gemeinde in der Metropolitanstadt Genua mit  Einwohnern (Stand ).

Lage

Die Gemeinde liegt im Tal Trebbia am oberen Verlauf des Baches Cassingheno. Die Entfernung zu der ligurischen Hauptstadt Genua beträgt circa 56 Kilometer.

In der Nähe der Gemeinde, in Richtung der Kommune Propata, befindet sich der Parco naturale regionale dell'Antola (Regionaler Naturpark Antola), der hauptsächlich die Hänge des Monte Antola (1596 Meter) einschließt. Der Naturpark ist bekannt für eine prächtige Blütezeit vor allem der Islandflechte, des Roten Fingerhuts und der Lungenkräuter.

Wie bei vielen Gemeinden im Val Trebbia verdoppelt sich die Einwohnerzahl von Fascia in der Sommerzeit. Dieser Anstieg ist durch den saisonalen Zuzug insbesondere der Bewohner des Tals Bisagno begründet, welche im Ligurischen Apennin kühlere Temperaturen suchen.

Fascia bildet mit weiteren sieben Gemeinden die Berggemeinde Alta Val Trebbia.

Nach der italienischen Klassifizierung bezüglich seismischer Aktivität wurde Fascia der Zone 4 zugeordnet. Das bedeutet, dass sich die Gemeinde in einer seismisch inerten Zone befindet.

Weblinks

Einzelnachweise

Ort in Ligurien


What will happen with your life after the workshop ?
Doors of Angel world will open for you.
You will feel connection with your Guardian Angels. You will be able to seek help from them at every step of your life.
You will learn Angel card reading (that will help you in getting answers in your problem area) You can help others as well.
You will be shocked the way your life will change.


Just got back from hanging out with my college group from church. All I can say is that I'm a frigging moron. I went the wrong way on the highway and didn't realize it till I was in Fremont. >.The Punisher later. Sleep now. Take care.
Next Post → Sp4m SuXorz! SuXorz |-|4r|) C0r3!


Originally introduced from Europe a couple hundred years ago, pigeons have found the modern American city an ideal place to roost and raise their young. They prefer to make their nests on sturdy surfaces, such as buildings, as opposed to in trees. In addition to this, they have a homing instinct.
We have over 10 years of cumulative pigeon experience and have successfully removed birds from many buildings in the Las Vegas area. The products we use have proven effective time and again for more than 50 years. Their exceptional design and construction allows them to survive long term exposure to the elements and their maintenance-free performance sharply reduces the frequency and cost of exterior maintenance made necessary by these pest birds. In addition to the benefit of a cleaner, healthier and far more attractive environment, many of our customers have reported a significant cost recovery within just a few years.
Many buildings in the Las Vegas area that have pest bird problems are almost always infested with feral pigeons. The Feral pigeon is a non-migratory bird that lives in one location its entire life, eats anything it can find, and nests in sheltered areas like; roof top eves, under air conditioning units and on structures with over hanging roof lines.


Note: By default, the admin username will be displayed in the Application. If you are NOT the admin, log in with your username credentials. The admin can create multiple users. If you do not have login credentials, please contact the admin and have them create a username and password for you at the system level.
1. When you are adding a new device from the Night Owl HD App, you will be prompted to enter the DVR/NVR username and password.
If you forgot or missing your DVR/NVR login information, please, select your DVR/NVR Series from the below list and follow the link for more help.


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In the simplest terms, a landing page isn't any web page that a visitor can arrive on (or, you know,"land on"). Landing pages are the best way for companies to turn internet visitors into leads or sales; however, while many companies use landing pages, these pages are under-utilized. Research suggests that 62 percent of such businesses use only six or fewer landing pages in their advertising strategies.
Too often, website visitors fail to convert since of their click sends them to the homepage instead of a particular landing page which guides them through the sales funnel. An effective strategy can improve conversions by 48 percent or more. Here's why every modern marketer should incorporate landing pages in their digital advertising strategy. Conversions – Your website is to provide users with an engaging and tailored encounter since it is those experiences that cause sales. Landing pages are the bread and butter of website conversions. When visitors are given targeted content, they are more inclined to take the next step, like filling out a contact form or buying a product. Lead generation – Nothing leaves gathering online leads simpler than landing pages on your own website. Links that are distributed through different channels such as social media, email, and search traffic are dropped to your website's homepage. Reclaim those misplaced leads by directing visitors to your landing pages. Can you recall? When you rank high, you convert high. It pays to be in the top. Literally. Collect demographic data – When a lead becomes a conversion, you receive valuable information about who's visiting your website. That information permits you to target your audience in a more direct and efficient manner. Content to pair with advertising features – Marketing offers can have a hard time finding a house on your website. Offers seek to incentivize users to obtain your service or product. So naturally, the ideal place to put them would be with pages designed to convert. If you're looking to create more prospects, rank high in search, score more conversions, then pinpoint your demographic, and boost the effectiveness of your advertising offers, then it's time to develop a killer landing page strategy.
ClickFunnels, sales funnel building software, gives businesses an easier way to market and deliver their services and products. ClickFunnels makes the procedure much simpler for a company to market, by offering pre built funnel choices for services and products.
With ClickFunnels, it's easy to generate a marketing and sales funnel in the ground up as it incorporates all of the core elements required to have a practical and effective sales funnel. Typically using the older more conventional revenue funneling softwares, you may need to fret about all of the elements. With ClickFunnels, this is all in 1 place, making it much simpler and cheaper than conventional funnels. ClickFunnels incorporates these and more, offering them at a comprehensive, unified bundle so you won't have to manage them one by one. So long as you have a company, ClickFunnels has that particular funnel that is excellent for you.
ClickFunnels is our favorite tool, as|since} it simplifies the entire revenue and marketing funnel process for businesses.There are so many different sorts of sales funnels. Each of these needing to be made specifically for a specific client. Consequently, they ought to be assembled in a way that they draw your preferred client. You will find funnels such as webinars, revenue, membership websites, and contributor list and every 1 is quite different from another. The superb thing is that ClickFunnels has you covered. Within ClickFunnels, users may pick from many different pre-built attachment options. It's as straightforward as choosing the one which aligns best with your organization. If you're attempting to push an e-book, the approach should be much different than if you are hoping to sell a subscription. Even if the last effect of trying to make a sale is identical. ClickFunnels saves time and attempt to begin organizing your earnings funnels from scratch and accelerate your sales funnel installment. At any time you've selected your funnel, you will need to acquire a template. With ClickFunnels, you're treated to many different templates and all of these are tested and proven to work. Having a throng of proven and tested templates readily available, ClickFunnels accelerates your A/B testing period as you don't have to weed out templates which aren't performing. You may easily integrate videos, videos or animations into your template utilizing ClickFunnels easy to use interface. Then you may start performing your A/B testing to determine what works and what does not.
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The Gefen CAB-DVIC-DLB-30MM is a 30 ft. Black Dual Link DVI Copper Cable (M-M).
These cables are HDCP compliant. HD Resolutions Supported: 480i, 480p, 720p, 1080i, 1080p.Computer Resolutions Supported: These cables support video resolutions of up to 3840x2400.


(Reuters) - Buyout firm Apollo Global Management LLC (APO.N) has approached Xerox Corp (XRX.N) to express interest in a possible acquisition, casting new uncertainty over the U.S. printer company's $6.1 billion sale to Japan's Fujifilm Holdings (4901.T), people familiar with the matter said on Wednesday.
The development marks the latest twist in Xerox's saga. On Tuesday, Xerox said its chief executive, Jeff Jacobson, and most of its board will step down to settle a lawsuit by activist shareholders Carl Icahn and Darwin Deason.
Apollo's interest in Xerox has been reinforced by the appointment of John Visentin as the company's new CEO, the sources said. Visentin was previously CEO of Novitex Enterprise Solutions and also chairman of Presidio Inc (PSDO.O), two companies in which Apollo invested.
There is no certainty that Apollo's approach will entice Xerox or that it will lead to a deal. Fujifilm has said it will challenge a court order suspending its deal with Xerox, while the new board of the latter reviews it.
The sources asked not to be identified because the approach is confidential. Apollo and Xerox declined to comment, while Fujifilm did not immediately respond to requests for comment. Deason declined to comment while Icahn could not be reached for comment.
Xerox shares pared losses on news of Apollo's approach, and were down 5.8 percent at $30.42 on Wednesday afternoon after plunging as much as 8 percent on news of the outcome of Icahn and Deason's legal challenge. Xerox has a market capitalization of $7 billion.
As part of the settlement with Icahn and Deason announced on Tuesday, Xerox said its board of directors would meet immediately to begin evaluating all strategic alternatives to maximize shareholder value, including ending or restructuring Xerox's deal with Fujifilm.
Icahn and Deason had already won a rare court order to temporarily block the deal, which they said undervalued Xerox. A New York judge last week agreed that CEO Jeff Jacobson had been "hopelessly conflicted" in negotiating a deal that would put him in charge, since he knew the board was looking to replace him.


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Put on 'a bit of a do' by linking up with this photo exhibition!
Local ME support groups in Essex and on the South Coast are being offered an unusual chance to put on 'a bit of a do' – thanks to a three-way partnership between a new charity arts organisation, photographic artist Juliet Chenery-Robson and ME North East.
The new charity, Life with Art, has secured empty offices in Victoria Avenue, Southend, and on the Solent Business Park in Fareham to display 70 photos from two of Juliet's award-winning shows about the invisible nature of M.E. Both these shows will open in June.
"The pattern's been set at a former Orange call centre in Peterlee, Co Durham, where Juliet is already holding a Life with Art exhibition. And there's a chance now for any local ME group group that wants to use the space in Southend and Fareham to tell me what they'd like to do", said Jennifer Elliott, chief executive of ME North East, who counts Juliet among her trustees.
An ME North East open evening was held in the Peterlee premises – the Gemini Building in Whitehouse Way – on May 13 and this show continues until June 17. Juliet has already nominated ME North East and ME Research UK to receive grants from Life with Art.
Juliet, who's studying for a PhD in photography at Sunderland University, described how Life with Art is moving with almost military precision to roll out her exhibitions nationwide.
"They've already got four sets of my photos printed up, and the easels to go with them. I don't have to do any of the expensive printing or framing myself and I won't physically have to be everywhere, all at the same time", said Juliet, whose 19-year-old daughter Emilia (pictured above) is featured in some of her work. Emilia has had ME for the past six years.
Life with Art have ambitious plans to launch Juliet's show in 16 separate venues round the UK this year – all inside empty offices and businesses.
Emilia was on the front cover of the ME Association's quarterly ME Essential magazine two years ago – with a double-page spread about her mother's photography inside. Unfortunately, Juliet was behind the lens at Peterlee so we have no photos of the photographer herself there!
If you are part of a local group and want to talk with Jennifer Elliott about any of the forthcoming exhibitions to see how you can use them to your advantage, please phone 0191 389 2222 or email menortheast1@yahoo.co.uk
Pictured left at the ME North East open evening in the former Orange call centre are, from the left: ME North East chairman Phil Burns, Bev, Arabella Plouviez, Peter Fryer, Emilia Chenery-Robson, Callum Chenery-Robson, Michael Chenery-Robson (with baby Liliana), Jennifer Elliott, Kath Hague and Joan Beech.


Human resources (HR) is one of the important factors that exist in a country. Because the State is good but has natural resources (NR) should also have abundant human resources (HR) quality. In the era of globalization is more advanced as it is today, the development of more advanced technology. Globalization can be interpreted as an increasingly severe competition. That is the performance of human resources should be improved, in order to increase the commitment of human resources itself.
Many businesses – businesses or industries that choose to replace the Human Resources with faster machine tools and sophisticated. The machine also has a greater accuracy than a human. So want to or not, a competitor Human Resources Human resources not only with others but with the technology.
People do not work or unemployment is a problem that is never completed within a country. There are several things that make the problem of unemployment in the country, namely the working culture, education background, and the availability of employment. The work culture is more pointed at the old culture of Indonesia, Javanese proverb that says "alon-alon waton kelakon" or the term alien is "Slow but Sure". Education background is a requirement Human resources quality today, so as to create and develop human resources independence in accordance with the needs of the working world. The availability of employment is caused by the changing of human resources with machine.
To compete in the business world is certainly a lot of competition going forward due to globalization inversely with the availability of jobs increasingly narrow. Even a company already has a separate section that serves to monitor and spur increased performance Human resources. At every business needs a competitive strategy / business level. We can gain the competitive advantage of a variety of factors – factors that allow companies produce products or services that are qualified and able to compete in the market economy.
Ability to understand and master of a foreign language.
With the competition in this global era, one barrier that is often experienced job seekers are language differences. We are required to be able to communicate in a foreign language other than the language of Indonesia, for example, in English, Chinese, and Korean. English has become a global study that became the benchmark all countries in the world to communicate with each other. We can establish a relationship with the State or foreign company to further enhance our ability to face global competition in the business world.
Opened own business by using domestic products.
Another alternative to compete in the world of work is open own business. Because it will be accordance with our will. In addition we can also optimize the potential of natural resources that we have and our ability to measure the business world.
Do not be afraid to try and take advantage of existing opportunities.
As a human resources course we will create innovation and exploit business opportunities that exist. The new opportunities that many consumers demand and still little competitors will be easier for us to enter the business world.
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The Algemeiner: Speaking at his weekly Bible-study session, Netanyahu compared political events in the region to those of the weekly Bible portion.
"In this week's Torah portion it says 'Now there arose a new king over Egypt…'; like then, like today," Netanyahu began, referring to Egyptian President Mohamed Morsi, who was elected president of Egypt last year following the overthrow of Hosni Mubarak.
And dealing shrewdly with Israel is just what Mohamed Morsi appears to be up to. If Morsi can replace the PA (Abbas) with his military wing (Hamas) he then controls the Gaza Strip and gets the West Bank in the bargain.


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Born into Freedom
Last Updated on Thu, 12 May 2016	| Bang Theory
A descendant of slaves, Benjamin Banneker was born on November 9, 1731, in Ellicott Mills, a small town outside Baltimore, Maryland. Molly Welsh, his grandmother, immigrated to the United States from England. She married a freed slave, Benjamin's grandfather, whose African name was Bannaka. Since she and Bannaka were both free, by law any children born to them would be free as well. The couple's eldest child, Mary, was Benjamin's mother, who married Robert, a former slave originally from Africa.
Benjamin grew up on the family farm and was taught to read from the Bible by his grandmother. At an early age, he displayed uncommon intelligence, caught onto ideas quickly, had a remarkable memory, and soon surpassed even his grandmother in his knowledge of the Scriptures. Having developed beyond what she could teach him, Molly made arrangements for Benjamin to attend a local school for boys, recently established by a Quaker schoolteacher. It was the schoolteacher who was responsible for changing Benjamin's surname from Bannaka to Banneker.
Unlike the other children, during his free time Benjamin was not interested in playing. Instead, he was obsessed by books and the fascinating things he learned every time he opened one. Even as a very young man, it was evident that Benjamin's quest in life was for knowledge.
Chinese Celestial


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The results of the November election will impact your classroom, working conditions, bargaining rights and pension.
You can get the list of IEA recommended candidates and more on IEA Decision 2014, where you can download the Quinn/Rauner comparison poster, highlighting key differences in the two candidates for governor.
Also on the ballot will be a minimum wage advisory amendment and a millionaire surcharge advisory amendment, along with important local races.
The choices you make Nov. 4 will impact the future of education in Illinois for years to come. Cast a vote for public education.


Community Information **SENIOR FRIENDLY** Autumn Glen in Gayton Forest is a thoughtfully designed community in Richmond, VA. The neighborhood, with its private cul-de-sacs, offers residents privacy in a natural setting. Autumn Glen is adjacent to Raintree, and is close to all western Henrico County amenities. It is surrounded by the planned single-family neighborhoods of Gayton Forest and Raintree. These townhouses have a timeless design, attractive to young and old.