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by YoungMoney at 02-11-2013, 06:36 AM
[Image: 2crtso0.jpg]

Download
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by YoungMoney at 02-11-2013, 06:34 AM
[Image: 13z8vva.jpg]

Download
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by YoungMoney at 02-11-2013, 06:30 AM
[Image: a76gy.png]

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by YoungMoney at 02-11-2013, 06:22 AM
[Image: 144b2o6.jpg]
by YoungMoney at 02-11-2013, 06:20 AM
[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 02-11-2013, 06:13 AM
[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 Femme at 02-11-2013, 06:04 AM
[Image: EKvez.jpg]

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by YoungMoney at 02-11-2013, 06:01 AM
[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.

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