16
Jul


Source: Art Deco Bathroom
Please see the tutorial on how to import this creation.
16
Jul


Source: Art Deco Great Bed
Please see the tutorial on how to import this creation.
[Edit 17th July 2010: Added an optional sculpted curtain to the bed.]
16
Jul

Source: Art Deco Bed
Please see the tutorial on how to import this creation.
Source: Art Deco Desk; =V= AN 99 sit legs up.bvh
Please see how to import this creation as well as how to use these poses and have a poseball script. For the drawers, use this modified door script:
Right:
// If door is locked, the name of the avatar who locked it.
// If door is not locked, the empty string ("").
string gLockedBy = "";// This number must match the channel number of the lock
// and unlock objects you want to use. If multiple doors
// have the same channel, then a single lock can lock all of
// them at once.
integer gLockChannel = 243;default
{
state_entry()
{
llSay(0, "Door 1.0");
llListen(gLockChannel, "", NULL_KEY, "");
state closed;
}
}state closed
{
listen(integer channel, string name, key id, string message)
{
if (channel == gLockChannel)
{
if (message == "")
{
gLockedBy = "";
//llTriggerSound("door unlock", 10.0);
llSay(0, "unlocked");
}
else
{
gLockedBy = message;
//llTriggerSound("door lock", 10.0);
llSay(0, "locked");
}
}
}touch_start(integer total_number)
{
string name = llDetectedName(0);
if (name == gLockedBy || gLockedBy == "")
{rotation rot = llGetRot();
rotation delta = llEuler2Rot(< -PI/16,0,0>);
rot = delta * rot;
llSetRot(rot);
llSleep(0.25);
rot = delta * rot;
llSetRot(rot);
state open;
}
else
{}
}
}state open
{
touch_start(integer num)
{rotation rot = llGetRot();
rotation delta = llEuler2Rot(
);
rot = delta * rot;
llSetRot(rot);llSleep(0.25);
rot = delta * rot;
llSetRot(rot);state closed;
}
}
Left:
// If door is locked, the name of the avatar who locked it.
// If door is not locked, the empty string ("").
string gLockedBy = "";// This number must match the channel number of the lock
// and unlock objects you want to use. If multiple doors
// have the same channel, then a single lock can lock all of
// them at once.
integer gLockChannel = 243;default
{
state_entry()
{
llSay(0, "Door 1.0");
llListen(gLockChannel, "", NULL_KEY, "");
state closed;
}
}state closed
{
listen(integer channel, string name, key id, string message)
{
if (channel == gLockChannel)
{
if (message == "")
{
gLockedBy = "";
//llTriggerSound("door unlock", 10.0);
llSay(0, "unlocked");
}
else
{
gLockedBy = message;
//llTriggerSound("door lock", 10.0);
llSay(0, "locked");
}
}
}touch_start(integer total_number)
{
string name = llDetectedName(0);
if (name == gLockedBy || gLockedBy == "")
{rotation rot = llGetRot();
rotation delta = llEuler2Rot(< -PI/16,0,0>);
rot = delta * rot;
llSetRot(rot);
llSleep(0.25);
rot = delta * rot;
llSetRot(rot);
state open;
}
else
{}
}
}state open
{
touch_start(integer num)
{rotation rot = llGetRot();
rotation delta = llEuler2Rot(
);
rot = delta * rot;
llSetRot(rot);llSleep(0.25);
rot = delta * rot;
llSetRot(rot);state closed;
}
}
[EDIT 11th July 2010: Changed some textures of the chair and fixed a few unlinked prims of the table.]
14
May
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.
9
May
Source: Eileen Gray.zip
Please see how to import this creation.
9
May
Source: Living Room.zip
Please see how to import this creation.
9
May
Source: Dining Room.zip
Please see how to import this creation.
Source: Cafe.zip
Please see how to import this creation.














