Through Graves It Breathes » Builds http://tgib.co.uk no maps for these territories Sat, 04 Feb 2012 19:36:51 +0000 en hourly 1 http://wordpress.org/?v=3.3.1 Lighthouse http://tgib.co.uk/2010/12/25/lighthouse/ http://tgib.co.uk/2010/12/25/lighthouse/#comments Sat, 25 Dec 2010 02:34:34 +0000 V http://tgib.co.uk/?p=4321

Source: Lighthouse

Please see the tutorial on how to import this creation. For the light see an example of a rotation script.

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Bradbury Building http://tgib.co.uk/2010/07/10/bradbury-building/ http://tgib.co.uk/2010/07/10/bradbury-building/#comments Sat, 10 Jul 2010 00:05:07 +0000 V http://tgib.co.uk/?p=3623

Source: Bradbury

This building is quite big (60 meters long, 40 meters wide, 30 meters high with 1100 prims), so make sure there is enough room and prims left. It uses no megaprims and thus works in Second Life as well. For the elevators, see this tutorial on how to make an elevator script. Also, please see how to import this creation.

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Train Station http://tgib.co.uk/2010/07/09/train-station/ http://tgib.co.uk/2010/07/09/train-station/#comments Fri, 09 Jul 2010 20:07:20 +0000 V http://tgib.co.uk/?p=3597

Source: Train Station

Comes with the building in one piece (needs a sliding door script for the doors), a set of rails and a railbridge. Please see how to import this creation.

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Dance floor http://tgib.co.uk/2010/07/04/dance-floor/ http://tgib.co.uk/2010/07/04/dance-floor/#comments Sun, 04 Jul 2010 20:53:41 +0000 V http://tgib.co.uk/?p=3505

Source: Dancing Floor

Please see how to import this creation.

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FU/NK Sex Shop http://tgib.co.uk/2010/05/14/funk-sex-shop/ http://tgib.co.uk/2010/05/14/funk-sex-shop/#comments Fri, 14 May 2010 20:35:49 +0000 V http://tgib.co.uk/?p=2326

This build uses a Deviantart stock image by cellfaces for a media texture. Please use the tv screen switch script for the included screens in the booths. The shelves are frankly just a 1-prim texturized sculpt map. They’re not linked, as they need to be set to phantom to be accessible. For a door script, see here.

Source: sex shop.zip

Please see how to import this creation.

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Fountain http://tgib.co.uk/2010/05/09/fountain/ http://tgib.co.uk/2010/05/09/fountain/#comments Sun, 09 May 2010 04:54:52 +0000 V http://tgib.co.uk/?p=2246

Source: Fountain.zip

Please put this script into the contents of each water prim to make it flow: Texture Rotation Script

Please see how to import this creation.

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Art Deco – Part II http://tgib.co.uk/2010/01/05/art-deco-part-ii/ http://tgib.co.uk/2010/01/05/art-deco-part-ii/#comments Tue, 05 Jan 2010 20:59:38 +0000 V http://tgib.co.uk/?p=102 What is Ever 01, and why? To be frank, I do not know. Its history goes way back to things I wrote years ago, and for now I’m just struggling to put them into form and bring them to the present, and hopefully the future as well. What it is becoming, right now, is a train station.

A train station might be a strange thing to start something, yet for me, it signifies a number of things. The reason why I did it, however, is that a train station was the most amazing and singular build I had ever seen on SL. To be more exact, it was the Tete a Pied shop during its transition to another sim in Winter of 2007/2008:

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It was a sim I’ll never forget, and I regret not having taken pictures of it, as it was gone only months later, to be replaced by a rather ordinary looking shop. I just loved the idea, and transition, it was the perfect blend of neccessity and realization. It relied heavily on an Art Noveau style, and was as classy as it could be.

Train stations are meeting points, market places, connection nodes, departures and arrivals. They are the first face travellers would see of a city. There are, of course, other nodes of travel and connection – roads, places, airports, harbours – but none of them create that special blend of history, architecture, communication and technology, which the train stations do.

The theme of the Daltilon Project, when I initially created it, was the connection of the far past with the far future. It was a setting where both the very old and very new existed alongside each other. I think, the only way to understand the presence, is to look at where it points, both backwards and forwards. Any given time is always combining elements of everything that was before, and everything that will become, because nothing is ever lost.

As esoteric as that may sound, I think we always do it instinctively. We set things around us in correlation to historical events, both personal and universal, and we try to imagine a possible future outcome. And so, Ever 01 is just that: A train station of a distant future and past. Its design is mostly defined by the textures I use, and I chose some that were clearly technical in nature, but show elements of traditional styles gone over the top. But a train station would be nothing without trains, would it?

Being a long-time fan of Neil Gaiman’s The Sandman, I remember one particular scene in the book, where dream returns to the dreaming in a ‘gleaming black and silver deco dream of a train’.

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I loved that part so much, that I already tried to make a model of that train in Second Life, but being limited in both prim size and count, so the result didn’t look to convincing:

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Now that I have all the prims and space at my disposal in OSGrid, I got back to that project, and finally created the train I always had in mind.

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I had thought it was a wonderful interpretation by Mark Hempel (Illustrator of the Sandman issue) of what an art deco dream of train could have looked like, if any designer would have been bold enough to take art deco to its limits and apply it to train construction. Therefor, imagine my amazement, when I found out, that indeed, that train really existed. It was obviously called the S1, and put in use by the now defunct Pennsylvania Railroad.

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“Leaders of the fleet of modernism” – Indeed.

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