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by YoungMoney at 02-10-2013, 05:20 PM
[Image: ffeb706faa9e.jpg]
[Image: df5120d0d802.jpg]


[Image: sHxfu.png]


"The Lost Gemini"!--This is a kind of HUGE house NEVER appeared in SL. We called it Palace Level.

It took nearly a whole year to finish!

The whole building has two main part that connect by a center gardern. Both parts can be used seperately.

It's a 3-floor building wiht Big sitting room , big kitchen, and 4 bedrooms!

Perfect design, and detailed textures as usual.

Enjoy the unlimited life in the limited room.

—————————— Product Details ——————————————

House :
•Size:41mX72m
•Prims : 1960(Full furnihsed)
•Permissions: Copy/Modify/No transfer
•Three floors
•Center Garden
•Two seperate building connet.
•4 bedrooms
•Living rooom
•Kitchen
•Bathroom
•Pine trees
•Locked Door(With access list)
•Soft light effect
•Detailed textures with shadow
•Auto-rez system

Furnitures :
•4 beds (With 18 couple poses)
•4 sofas (with 9 couple poses and single poses)
•Kitchen furnitures
•A bath
PS:xml+assets = 29.14 mb
by YoungMoney at 02-10-2013, 05:13 PM
[Image: 4kfv9l.png]
[Image: 2rw9thl.png]
[Image: 346t1ub.png]

[Image: sHxfu.png]

Swinging door script:

Put this into a single door for it to swing open, when approached or touched. It will close by itself.
PHP Code:
// Swinging door LSL script #1
// Handles the touch event.
// Handles the collision event.
// Handles closing the door automatically via a timer event.
// Triggers sounds when the door opens or closes.

// Parameters you might want to change

float  delay 3.0;             // time to wait before automatically closing door
                                // set to 0.0 to not automatically close
float  direction 1.0;         // set to 1.0 or -1.0 to control direction the door swings
float  volume 0.5;            // 0.0 is off, 1.0 is loudest

// Variables you will most likely leave the same

key    open_sound  "cb340647-9680-dd5e-49c0-86edfa01b3ac";
key    close_sound "e7ff1054-003d-d134-66be-207573f2b535";

// Processing for the script when it first starts up

default {
    
// What we do when we first enter this state

    
state_entry() {
        
state open;                        // Move to the open state
    
}
}

// Processing for the script when it is in the closed state

state closed {
    
// What we do when we first enter this state

    
state_entry() {
        
llTriggerSound(close_soundvolume); // Trigger the sound of the door closing
        
llSetRot(llEuler2Rot(<00direction PI_BY_TWO>) * llGetRot());

    }

    
// What we do when the door is clicked ("touched") with the mouse

    
touch_start(integer total_number) {
        
state open;                        // Move to the open state
    
}

    
// What to do when something hits the door

    
collision_start(integer total_number)
    {
        
state open;                        // Move to the open state
    
}

    
// What to do when the timer goes off

    
timer()
    {
        
llSetTimerEvent(0.0);              // Set the timer to 0.0 to turn it off
    
}
}

// Processing for the script when it is in the open state

state open {
    
// What we do when we first enter this state

    
state_entry() {
        
llTriggerSound(open_soundvolume);// Trigger the sound of the door opening
        
llSetRot(llEuler2Rot(<00, -direction PI_BY_TWO>) * llGetRot());

        
llSetTimerEvent(delay);            // Set the timer to automatically close it
    
}

    
// What do do when pulling the door from Inventory if it was saved while open

    
on_rez(integer start_param) {
        
state closed;
    }

    
// What we do when the door is clicked ("touched") with the mouse

    
touch_start(integer total_number) {
        
state closed;                      // Move to the closed state
    
}

    
// What to do when something hits the door

    
collision_start(integer total_number)
    {
        
// Do nothing, the door is already open
    
}

    
// What to do when the timer goes off

    
timer()
    {
        
llSetTimerEvent(0.0);             // Set the timer to 0.0 to turn it off
        
state closed;                     // Move to the closed state
    
}

by YoungMoney at 02-10-2013, 05:01 PM
[Image: 05.jpg]
[Image: 06.jpg]
[Image: 08.jpg]

Abut the House :

- 3 floors with stairs, balcony, one main entrance & few kinds of windows
- 2 texture sets ( rustic\modern )

House Dimensions :

- Width (X) 16m, Depth (Y) 18m, Height (Z) 20m.
- 30 prims, 6 mesh parts linked to 1 object.

[Image: sHxfu.png]
by YoungMoney at 02-10-2013, 04:57 PM
[Image: 2dj2jqg.jpg]

[Image: sHxfu.png]
by YoungMoney at 02-10-2013, 04:55 PM
[Image: cneaw.jpg]

[Image: sHxfu.png]
by YoungMoney at 02-10-2013, 04:53 PM
[Image: 2hqs1t1.png]
Bloodlines Bar - The Haunt
Download here:
[Image: sHxfu.png]
by YoungMoney at 02-10-2013, 04:51 PM
[Image: stilluminatiousbox.jpg]


St. Illuminatious Cathedral [Morphe Inc] EDIT & REBUILD


http://forum.kinggoon.co/thread-39501.html
http://forum.kinggoon.co/thread-24148.html

But the Original and the Uploads are hard to Edit after Import and have no Assets.

So i Relink this Large Building to easy handle 26 Compact Linksets and make
selectable Downloads with and without Assets and Full Building or Single
Linksets.

Download Link 26 Linksets with Assets Uploaded 136 MB: http://ul.to/h8dirokp
Download Link 26 Linksets with Assets Share-Online 136 MB: http://www.share-online.biz/dl/Z9ZJS3HMGDMN
Download Link 26 Linksets with Assets Mega 136 MB: https://mega.co.nz/#!URNi2YKC!PxjiDjJiG7...leTdFSZVc4

Download Link Only XML Full Building and 26 Linksets Uploaded 582 KB: http://ul.to/zyhvto0z
Download Link Only XML Full Building and 26 Linksets Share-Online 582 KB: http://www.share-online.biz/dl/6L5KS3HMEZR
Download Link Only XML Full Building and 26 Linksets Mega 582 KB: https://mega.co.nz/#!cYk0GRSA!SJkZwn7y7h...6bwsJxOl-g

Download Link Full Building with Assets Uploaded 28 MB: http://ul.to/1jdqa3ot
Download Link Full Building with Assets Share-Online 28 MB: http://www.share-online.biz/dl/W69QS3HMGCO
Download Link Full Building with Assets Mega 28 MB: https://mega.co.nz/#!JN1CwJzb!I1xBGwbRMC...vOE-DIpdIM

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