sâmbătă, 27 august 2011

History Channel-Battle 360 S01 DVDRip XviD


Battle 360°, also written as Battle 360, was an American documentary television series that originally aired from February 29 to May 2, 2008 on History. The program focused on the World War II-era aircraft carrier USS Enterprise. The show was produced by Flight 33 Productions.[1]

Battle 360° made extensive use of computer animation to depict the story of the Enterprise. The animation was combined with documentary footage, interviews of Enterprise crew members and military historians, and voice-over narration.

Detalii la
http://www.history.com/shows/battle-360/videos#battle-360-the-anatomy-of-the-uss-enterprise
http://en.wikipedia.org/wiki/Battle_360%C2%B0

Expedition Impossible s01e10 – "And Then There Were Four"


After a night of exotic food and drink, the four remaining teams line up for the final stage of this once-in-a-lifetime expedition. For the first time, one team will be eliminated during each stage.

The first challenge begins with a two-mile row to the first checkpoint. Ike's ankle is causing him pain but knowing he'd be getting into a boat puts him and his team at ease.

Almost as soon as they left shore, Fab 3's tin boat falls apart and they must rethink their rowing strategy. As usual, the Football Players have trouble on the water. Planning on making up for lost time once they get back on terra firma, they take their last place position in stride … for awhile. As their boat quickly fills with water, they soon realize that they are very far behind. Maybe too far.
The winners got 150k $ and each a Ford Explorer 2011 model.Gongratulations :))

Full details about this amazing last episode show can be read at
http://abc.go.com/shows/expedition-impossible/episode-detail/and-then-there-were-four/838121

Video preview http://www.2shared.com/video/f7ZlVETR/expeditionimpossibles01e10hdtv.html

joi, 25 august 2011

Idrawgirls Speedpainting Technique 2


Over 3 HOURs of Video tutorials, contains 7 Chapters on character painting.

Full Length Video tutorial on Speedpainting Technique of focuses on using custom brushes and defines edges.

High Resolution (approx: 1280 x 720) Video Media files.

Learn how to utilize your custom brushes in the most effective way as a painting tools.

Learn how to paint and define edges for your illustration.

Learn to use Multiple Adjustment layer functions to manipulate value and color harmony.

PLUS! Bonus Download an accompanied E-BOOK of Still Images (step-by step) in PDF.

Additional Bonus Tons of Photoshop Custom Brushes.


In this TUTORIAL, you will discover how to use any custom brushes by put
them into a few simple categories. You will also learn to take
advantage of custom brushes to create three types of edges. You will
learn the Quick, Easy, and Effective method to utilize your custom
brushes. This process are quite different and not appear in any of my
previous tutorials. If you have not seen any of the basic and
intermediate tutorials before. We do not recommend you to download this
one. “Speed painting” is an method of painting or illustration,
primarily a digital art form, in which one paints on a time budget,
using already developed methods to create a piece. The pieces usually
have an \"unpolished\" appearance, which stresses the importance of every
stroke made on the canvas, digital or otherwise.


This tutorial will mainly focus on using custom or texture brushes as an
effective painting tools. Other than shapes and value, this tutorial
focus in depth on painting from light and creating edges.

http://www.idrawgirls.com/advance-digital-painting-tutorial.html

Making Of Old Elf

Software Used: Softimage XSI 6.5, ZBrush 3.1, Maya 8.5, Photoshop CS3, Unfold 3D

The making of the Elven Archer was quite an organic process. Unlike most of my modelling projects, I didn’t start this one off with a set goal in mind. In fact, the model just started off as a doodle in ZBrush. I had no idea when I started that I would take it so far!

I was developing my own ‘metamesh’ of sorts – a concept that I picked up from Alex Huguet – which is basically a mesh topology that is generic and serves as a good base for quickly starting sculpting in ZBrush. I made a couple of head meshes and was doing a couple of quick head sculpts to test how flexible they were and how well they worked (Fig.01).

Fig.01

Sculpting:

The elf started off just as a sculpt of an old man. I started off first gathering some quick references from the net on older men’s faces and just pretty much went to town on the ‘metamesh’ base. I used the Clay Tubes brush to build up the base shapes and quickly lay down the major facial anatomy. Then I did a quick smooth pass – then more clay tubes and standard brush to start defining details in the face such as major wrinkles and creases.

Once I was happy with the overall look of the face – using the Move brush to make adjustments to proportions at lower subdivisions – I started tightening up details using the Standard, Smooth and Pinch brushes. You have to be careful with the Pinch brush though, since it redistributes your polygons unevenly, so it’s best to use this last as a sort of final refine pass.

Also, a neat trick I discovered is to go back down about 2-3 levels from your highest subdivision where your polygons are more evenly distributed and hit the ‘Reproject Higher Subdiv’ button, which will more evenly distribute your polygons on the higher levels and project the details back onto the mesh. However, make sure to save a morph target or create a new layer when you do this – since sometimes it does mess up in some places.

At this point I looked at the model and a sort of story started emerging from the character; I saw him as being this veteran warrior – an archer maybe (Fig.02). He had seen his fair share of battles and had the scars and stories to match them. Although he had seen much hardship in his life, he still managed to remain positive and hopeful. I wanted to convey that through this project.

Fig.02

The next day I continued refining the sculpt, adding some asymmetry to the model – something which I think is very important to making believable CG characters – and adding some high frequency details, like pores, with some custom alphas I had.

Once I had the sculpt of the head pretty much done, I drew a quick concept sketch of what I had in mind for the character then imported it into XSI to build the base meshes for the rest of the character (Fig.03). It was here that I decided I wanted to put some life to him and animate him. I didn’t want to do anything really drastic – just enough to convey the personality and make him seem believable. Knowing that I only wanted to do a medium shot of him, I didn’t bother to model what would not be shown in the final animation, so I didn’t model hands or legs.

Fig.03

Once the rest of the meshes were modelled in XSI, I exported them back to ZBrush to start detailing and sculpting. I used ZBrush’s mesh extraction to produce some thickness to the cloth and using mainly the Standard and Smooth brushes I began to rough out the cloth folds and wrinkles. I painted some custom alphas in Photoshop for the design on the shirt and applied it via the UVs, and used Inflate to raise it a bit.

For the leather straps I did the fine engraving by using ZAppLink to project masks I painted in Photoshop onto the geometry then deforming in inward.

For the leaf shoulder armour (Fig.04):

  • I started off with a plane and quickly sculpted some leaves onto it
  • I then hid and deleted the excess polygons
  • I retopologized the mesh and added thickness to it using Mesh Extract in the SubTools menu
  • The holes were created by exporting the mesh to XSI and adding them in there; I then continued to refine and sculpt the leaves with the new topology

Fig.03

Here is the finished elf in ZBrush (Fig.05 – click to enlarge).

Fig.03

Texturing:

The UVs were quickly done in Unfold3D and refined in Maya. For me, I prefer to spend less time on making perfect UVs and focus more on painting good textures. For this project I wanted to try painting all the textures by hand – there was minimal photo texturing used. For the sake of time I’ll just walk through painting the face textures (Fig.06).

Fig.06

I generated a Cavity Map and Normal Map out of ZBrush, as well as an Ambient Occlusion Map out of Maya to use as guides for texture painting as well as easy ways to add details to your textures that match the sculpt perfectly. The cavity map was great for painting dirt into the little creases and pores in the sculpt. I used ambient occlusion map to darken certain areas in multiply mode. Everything else was painted using a lot of layering and a speckled brush at a low opacity and flow. The map was painted at 4k and later scaled down, even though the final textures were only 1k. It’s always better to have more resolution than you need and scale down than to have too little and try to scale up. For this project I painted quite a bit more textures than usual for the skin as I was experimenting with putting different details on different layers of the skin to see how they would blend together in the final render.

Next, I started adjusting the texture to fit the different layers of the skin, using Hue/Saturation adjustment layers to create the Epidermal, Subdermal, and Diffuse textures. I also added specific veins into the Subdermal and Epidermal layers as well as a vein map for the ears in the backscatter map so that veins in the ear could be seen when light was shined through them. I put dirt and stubble into the Overall map since it wouldn’t be scattered. Next I painted the Specular/Reflection map – again using the cavity map to darken areas which were recessed. Finally I painted an SSS Scatter map to control the amount of SSS scatter effect, because it wasn’t even throughout the face. Places which have bone directly underneath will scatter less than ‘meaty’ areas.

Now, as you’ll notice, I have a big seam running up the middle of the face in the UVs – I did this to minimize texture stretching in the middle of the face. Thankfully, now with programmes such as ZBrush and BodyPaint, seams are easy to fix. Once I was happy with the textures I used ZBrush to quickly fix the texture seams and then converted the textures to .map files for quicker rendering. Since the UV layout has very little stretching it allowed me to use a lot smaller texture sizes which use up less memory.

Shading & Lighting:

The skin shader was a pretty simple setup. I made sure that the model was about equal to what it would be in the real world as it was in Maya. Once that scale is set I find it makes setting up the Fast SSS Skin shader a lot easier since it is scale dependant. The lighting setup was very simple, as shown in Fig.07.

Fig.07

The skin shader was first setup without any textures – pretty much using default values with little tweaks to the weight. Once I got a result that resembled skin, I started plugging in the textures and doing some render tests.

I use a lot of utility nodes to do adjustments on the fly inside of the hypershade instead of going back to Photoshop (Fig.08 – click to enlarge). This gives you a lot of fine control without having to go back and forth between programmes. Also the Set Range node is quite handy for remapping values from specular maps and other sorts of maps which control values. It’s a good trick to change the range of a map for use to control different parameters.

Fig.08 – Click to Enlarge

For the cloth shader for the shirt I used the facing ratio from the Sampler node to create an iridescent effect on the purple cloth. I also added a little ambience via the facing ratio on the edges of the cloth which helped to give that ‘peach fuzz’ effect. The rest of the shaders were a pretty straight forward setup with regular Blinns, lamberts and Phongs.

The lighting was first done with simple lights and no Global Illumination (GI) or Final Gather (FG) for the early test renders of the textures. Afterwards I started playing with GI and FG for the final look of the lighting. In the end, rendering FG turned out to be too costly to render for the minimal effect it was giving, so the final sequence was rendered just with GI. I used an Area light for the main key light and a couple of spotlights for fills. Here is one of the test renders for the textures (Fig.09 – click for movie).

Fig.09 – Click to Download Movie

Hair:

I used Shave & Haircut to do the hair. It was a pretty simple setup as I don’t really like doing hair in CG, and so I designed the character with minimal hair to avoid a complicated setup. Because of the low hair count I rendered the hair as geometry and as a separate pass to be composited in. Hair also requires higher sampling to avoid flickering issues.

Rigging & Face Shapes:

I knew that to make this character believable I’d have to make the eyes seem alive, so a lot of time went into setting up the eyes to move correctly. There’s a lot of subtle motion that goes on around the eyes as they move around, and I did a sort of ‘fleshy eye’ setup to simulate those, as seen in the Hyper-Real tutorial DVDs by Alias. I’ll just briefly over-view the setup, but you can check out the DVDs for the full tutorial (Fig.10).

Fig.10

  1. Firstly create a joint in the centre of the eyes and weight the skin around the eyes slightly to those joints, and parent the eye geometry to them. You’ll use these joints to control the eye movements, and since they are weighted to the mesh the skin around the eye will move slightly with the eyes as the look around.
  2. Next make blend shapes for the eyes at their extreme positions – open, closed, looking left and right. Link these to the eye movements using set driven keys. When the eyes look up and down, the eyelids should naturally follow them up and down.
  3. Finally, make a sculpt deformer which pushes the face mesh and scale it to be about the same size as the iris. Bring this into position with the eyeball so that it pushes on the eyelid. Parent this to the movement of the eyes as well; this will simulate the slight bulge of the lens pushing on the eyelids as the eyes move, even when they are closed.

For the blend shapes I decided to model them in ZBrush so I could use all the sculpting tools, and also because the sculpt layers make it easy to store shapes and edit them easily. I used the 3rd subdivision from ZBrush as the final render mesh with a lower resolution mesh as the lighter animation mesh. Using the 3rd subdivision from ZBrush allowed me to also bypass using displacement as most of the details could be achieved via a normal map, which renders a lot faster! Also, having a mesh dense enough to hold all the details in the blend shapes, such as the changes in wrinkles and folds, helped to add to the realism.

All the blend shapes were modelled on both sides with asymmetry to add to believability. They were then separated to left and right side controls in Maya using a simple set of scripts.

For certain shapes, in-between blends were necessary to achieve a more non-linear motion, such as the smile which used 3 in-betweens. These ensured that the skin moved around the teeth and underlying bone structure, instead of through it. This was very important for some of the other shapes as well, to avoid linear movement of the points which ruin believability. Another such shape was the brows; since the skin moves at different times, starting to move first near to the eyebrows then the motion gradually tapers up the forehead. I planned out the animation first before creating the shapes so that I would know exactly what shapes needed to be made and avoid unnecessary work.

Here is a movie of the blend shapes, testing how they look with the textures and how they blend together. It was also testing the eye movement, skin deformations and corrective shapes (Fig.11 – click for movie).

Fig.11 – Click to Download Movie

The model was then skinned and a master duplicate of the model was made with the face shapes, and skinned rig was applied to it as blend shapes. Keeping the different elements separate like this, instead of having the shapes and rig on one mesh, makes it easier to troubleshoot problems later on – especially if you have to change blend shapes or add corrective shapes.

Animation:

I wanted the final look to be something like old footage, perhaps from a handy cam that someone possibly found somewhere. So I wanted that amateur hand-held feel to the camera work. I asked my sister to stand in for the elf and took my digital camera and made a video of the camera move I wanted, and then imported the footage into Maya and used Maya Live to track the shot. I then cleaned it up and applied the tracked animation to the camera.

Once I had the camera move locked, I started animating the elf to the camera, acting it out and using myself as reference. I’m by no means a great animator so I apologize to professional animators out there for my shabby work. Here’s one of the rough early animation tests (Fig.12 – click for movie).

After a couple of tests and revisions I did some quick polishing of the animation curves and moved onto rendering.

Fig.12 – Click to Download Movie

Rendering & Compositing:

I split up the renders into different passes: Beauty, Depth, Hair, Occlusion and Background. The background was made from a series of photos I took at a nature reserve here in Trinidad and stitched together. I then projected it onto a cylinder behind the elf and rendered it out as a separate pass to be composited in.

I brought these into XSI’s built in compositor to put together the final composite of the elf. Here’s my render tree (Fig.13).

Once I had that done I took it into After Effects for some post effects, such as lens flares, scratches, flickers and dust on the footage, as well as some more camera shake and blur effects and some final colour correction. The background was also composited in After Effects.

Fig.13

Conclusion:

Here’s the final composited image that I created for print (Fig.14).

Fig.14

Making of Ford GT 40 in Vegas

Making of Ford GT 40 in Vegas


I wanted to push myself on how far I could go, so I decided to build a piece capable to make an art statement; I didn’t want to feel that it was just another 3D model.

Being an automobile nut, I, like some of you, have had the idea of building a car from the first to the last bolt. I find out that for this task a good set of blueprints is never enough. I spent around a week collecting photographs before the beginning of the modeling process, and I was still collecting references at the end of the texturing and rendering steps.

My first advice to you will be, if you are trying to make a model above average, start with planes, boats or cars that had been restored. You will easily find part catalogues, illustrations, schemes and diagrams of objects with historic meaning. I made a quick selection of some of the GT-40 pictures I found during my research (Fig. 01).

I usually try as much as possible to start from spline cages. It comes very handy to have a tridimensional blueprint of your model; it will guide you making decisions about size, position, and where your components should be organized, even before you model the shell.

Later on, you can use the spline curves to loft panels that will be the base mesh of your car body.
Once I had my cage done, I started modeling the chassis using photo references (Fig. 02).

The next step was modeling all the components that have direct relationship with the chassis.

I always started creating primitives to establish rotation and proportions, and then I went in detail using pictures. Here once more I used techniques like nurbs revolves, lofts and extrusions than later on turned into polygons.

Finally, I used lattice and nonlinear deformers to achieve the desired shapes (Fig. 03, Fig. 04, Fig. 05).

page 2

After I finished all the components, I moved to the interior. As you notice, at this point I already started a rough lighting & rendering process.

It is a good idea to shade with a high specularity material, so your mistakes show up and all the annoying bumps and pinches are easier to identify and clean (Fig. 06).

It is time now to start with the body shell panels; these are the visible parts of the car, those that sell your model and where you can’t lie.

In this particular case, the blueprints had a chronic lack of precision, so I decided to setup several cameras using the tumble, track, dolly, zoom and roll options.

By watching image planes through different cameras, it gave me a far better approach to the real deal than just my blueprints. I modeled the body as a whole and then broke up the panels following the design.

You can cut using the split polygon tool and then get rid of the triangles and ngons relatively easily. Working with even spaced topology gives you better reflections while rendering, and beveling all your edges keep the separations between panels perfectly clean (Fig. 07, Fig. 08, Fig. 09).

page 3

I always manage my work as a pipeline; I set a direction to follow and I stick to the rule until I finish every face of the project. For instance, I don’t shade my model if it’s not completely done.

To start another level of the job is distracting, so it is important to keep my attention and efforts always pointing to my north.

Let’s paint the model… Good UVs give you good guides for your textures. In order to unwrap my geometry as best as I can get, I combine Headus UV layout plus the regular UV texture editor tools available in Maya (try the new interactive smooth UV tool, it works great) (Fig. 10, Fig. 11).

The texturing process was again based on more or less 120 pictures I collected. It was very important for me to portray the real car in high detail, so I made all the logos, titles in the cables, decals, dials, tags and stickers that every object required. I even painted some chalk writing on the tires, dirt and scratches here and there to get rid of the CG look that sometimes is too perfect (Fig. 12).

page 4

For the rendering process, I used Mental Ray Image-based lighting. The reflections, light and color are coming from a HDRi picture set I recently shot in Vegas.
I placed a chrome sphere within my mentalrayIblShape node to test my settings (be sure the reflections are facing the right direction). I used the camera tools I mentioned before to match my car and the back plate shot in terms of perspective and size.

The result I achieved is coming directly from MR, I didn’t make passes or compositing. Finally, I added some post production enhancement and color correction using Adobe After effects (Fig. 13).

Anime Studio Pro v8 0 2019 Multilingual

Anime Studio Improves Workflow with New, Comprehensive Tools
Anime Studio Pro is the efficient alternative to time-consuming, frame-by-frame animation. Ideal for content creators, Anime Studio is equipped with the powerful features you need to produce film, video and online media. Complete your creative arsenal today with this essential application.

Create High-Quality Animations
Make characters, objects and scenes using powerful vector-based drawing tools. Import your scanned drawings and images, including layered Photoshop® files.

Automatic Image Tracing
Speed up production by automatically converting existing artwork and sketches to fully editable vector drawings.

Character Wizard
Design fully rigged characters with multiple views, walk cycles, expressions and more. Access dozens of predesigned components or add your own creations and reusable actions.

Real Time Media Connection
Imported media files edited in their native applications are automatically recognized and updated within Anime Studio.

Global Rendering Styles
Quickly change the overall design of your animations by choosing from various fill, stroke and layer presets.

Powerful Production Tools
Robust bone-rigging tools make character creation and animation easier than ever.
Save time with Curve Profile, Follow Path and Stroke Exposure tools, along with automatic line-smoothing features.

http://store.smithmicro.com/productDetails.aspx?pid=16582

Puppygames.collection-THETA [Full Rip/Other/2010]

Ultratron.v2.3u2.full-THETA


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Enter the world of Ultratron and experience the addictive gameplay of old-school arcade favourites such as Robotron: 2084, updated and improved for the 21st century! Unique retro-futuristic sound and graphics, player responsive difficulty, and a subtle system of tactics combined with classic gameplay make Ultratron a fun and hypnotic arcade blast.
The last human has been slain by evil killer robots. You are the one remaining humanoid battle droid. Your mission: avenge the human race! Boost your battledroid with ever more powerful weaponry, destroy Spiderbots to gain extra special weapon abilities and field defence and attack drones to help you along. Blast your way through 40+ glowing neon levels, avoiding Chasers, Turrets, Spawners, Minelayers, bombs, and bullets, and take on the four giant boss 'bots of the Apocalypse - Ieiunitas, Bellum, Lues and Letum! Think you've got what it takes to be the best? Compete on the online hiscores table for the ultimate glory!
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System requirements:
• Windows XP/Vista/7
• DirectX 9
• 800 MHz
• 256 MB RAM

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Titan.Attacks.v1.95u2.full-THETA

Screens

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As the last surviving tank commander on Earth, single-handedly turn back the evil invading alien army, drive back the Titans across the Solar System, and defeat them on their homeworld... That'll show 'em!
Titan Attacks has the same easy-to-learn and addictive gameplay of the classic arcade shoot 'em up, but is packed full of extras - new features, new strategies, and stylish neo-retro visuals. Battle swarms of alien fighters, bombers and giant boss motherships, over 5 unique worlds and 100 levels of frantic action! Earn bounty money and upgrade your ship with extra cannon, rockets and lasers! Destroy falling wrecks, dodge hurtling asteroids and capture escaping aliens - or blast them from the skies! Win prizes in sharp-shooter challenge stages and compete on the online hiscores table!
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System requirements:
• Windows XP/Vista/7
• DirectX 9
• 800 MHz
• 256 MB RAM

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Droid.Assault.v1.81.full-THETA

Screens

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Play Droid Assault and experience running Star Wars style blaster battles with hordes of rampaging killer robots! Discover a unique tactical arcade shooter, with the fun addictive gameplay of classics like Paradroid and Quazatron. You'll need your wits and the help of your acquired droid army to stay alive in this fast-paced retro actionfest!
Wreak havok through 50 atmospheric levels of destructible scenery, avoid mines and turrets, and battle 48 different robot types from lowly Guardbots to the latest in Assassins, Special Ops and Battledroids.
With the aid of your trusty transfer beam build your own squad of droids, armed with the latest hi-tech weaponry including lasers, rockets, grenades, flamethrowers and disruptors, boost their abilities with 17 kinds of powerup, and take on the formidable giant boss 'bots!
---------------------------------------------------
System requirements:
• Windows XP/Vista/7
• DirectX 9
• 800 MHz
• 256 MB RAM

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Revenge.of.the.Titans.v1.6.full-THETA

Screens

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At first they came from the skies. In the ensuing war, Earth was laid waste, but we had won... But that was just the first strike - now the invasion has landed! Defeat the returning Titan horde in a series of epic ground battles, save the Earth, again, and command the counterstrike against their homeworld!
Construct and command your ground defences in a series of increasingly massive battles across the solar system, in our frenetic arcade mash-up of Real Time Strategy and Tower Defence! Take a visit to R&D to discover the latest technology, then build a network of blaster turrets, rocket launchers and laser cannon, explosives, barricades and shield generators, refineries and reactors, and send forth your own droid army to battle the invading alien forces!
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System requirements:
• Windows XP/Vista/7
• DirectX 9
• 800 MHz
• 256 MB RAM

Enciclopedia Disne- Secretele fructelor


Genul: Enciclopedie pentru copii
Denumirea: Enciclopedia Disney. Secretele fructelor
Anul: 2008
Format / Calitate: PDF
Marime: 287 MB

E timpul pentru o salata mare de fructe! Daca te-ai intrebat vreodata cum ajung portocalele, bananele, piersicile, merele in salata ta de fructe, acum ai sansa de a afla toate aceste raspunsuri.

Punguta cu doi Bani-Games Romanian



Genul: joc pentru copii in limba romana
Denumirea: Punguta cu doi bani
Anul: 2008
Format / Calitate: nrg
Marime: 601 MB

Poate fi in doua limbi: Engleza si romana!
'Punguta cu doi bani' un joc pentru copii de toate varstele, dar nu numai! Sigur ca toti cunoastem vestita poveste 'Punguta cu doi bani'. Fa-o cunoscuta si copilului tau prin intermediul acestui joc! Este un joc educativ alaturi de cucosul cel istet si boierul cel lacom. In paralel cu celebrul basm multe atractii ii asteapta aici. In acest joc copii pot avea parte de bucurie, colorand imagini din poveste, dar si combinatiile de memorie nu lipsesc de aici, ca si 'maiestrul bucatar' si aventurile maiestrului cocos. Afla mai multe din acest joc. Vor gasi multe lucruri interesante in acest joc! Sper sa va placa.

Cerinte minime:
Calculator compatibil IBM-PC
Pentium, 64 MB RAM - Unitate CDROM
Placa de sunet - Placa video setata pe rezolutia de 800X600, High-color, small fonts - Mouse

miercuri, 24 august 2011

North Star (1996) dvdrip movie



Set during the Alaskan gold rush of the late 1800's. In his efforts to gain control of a small mining town, Sean McLennon is buying up every mining claim that becomes available, usually after the deaths of the previous owners at the hands of McLennon's 'assistants'. One of the miners targeted by McLennon, a half-Indian hunter named Hudson Saanteek, manages to escape his hired thugs and comes back into town looking to re-establish his claim and get revenge. McLennon and his men have the advantange of numbers and weapons, but Saanteek has his survival skills and knowledge of the Alaskan wilderness.

Audio este in engleza.

marți, 23 august 2011

Manuale.de.geografie..Clasele.7-12

1. Geografie Clasa 07 - Corint - Octavian Mandrut
Geografia continentelor extraeuropene
2. Geografie Clasa 07 - Humanitas - Silviu Negut
3. Geografie Clasa 08 - Corint - Octavian Mandrut
4. Geografie Clasa 09 - Humanitas - Silviu Negut
5. Geografie Clasa 10 - Corint - Octavian Mandrut
6. Geografie Clasa 11 - Corint - Octavian Mandrut
7. Geografie Clasa 12 - Corint - Octavian Mandrut

Danonino - Oamenii Si Primavara


Cuprinde:
-Oamenii si primavara
-Ce stii despre fructele si legumele de primavara?
-La aprozar
-Roata fructelor si legumelor
-Zbuf pregateste masa.Ajuta-l
-Rezolva puzzle-uri cu fructe si legume
Aveti nevoie de un program numit daemon tools varianta lite(gratis) pentru a monta imaginea fiind in format .nrg.Mai sunt si alte programe ce fac acelasi lucru-ultraiso,alchool120.Fiecare cu dorinta lui ca are de unde alege de pe net.
Este un cd pentru cei mici.Puteti afla informatii si despre celelalte produse la adresa WWW.EDUTECA.RO

Animated.Mobile.Wallpapers




580 animated mobile wallpapers.Sunt si cu fete in ţâţele goale.

Resolution: 320x240
320x480
File Type : Gif
Pot fi descarcate de aici