Search this uuids in your scripts for particles in the object. You have this alert when a texture is referenced in a script but this uuid do not exist in database. For example textures for particles in a old steam or smoke script. The script for steam work with a "null" texture but the texture referencen is not in your database. Change the lost uuids in the scripts if you like or ignore this alert. Is not a bug. You have the same error for the same scripts when do a oar file. Best regards, Luisillo
El dom., 9 sept. 2018 a las 3:12, <[email protected]> escribió: > > I have run into an issue with startup on several of my regions where objects > give the following type of error messages. > > 2018-09-08 04:02:26,789 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object BELL JET > RANGER 1 at <132.1236, 118.9563, 22.35113> in scene TSim SBox when > pre-caching all scene assets > 2018-09-08 04:02:26,831 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16 at > <152.8813, 124.0645, 23.24585> in scene TSim SBox when pre-caching all scene > assets > 2018-09-08 04:02:26,832 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16a at > <152.8813, 125.5601, 23.24585> in scene TSim SBox when pre-caching all scene > assets > 2018-09-08 04:02:26,832 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16 at > <152.8813, 127, 23.24585> in scene TSim SBox when pre-caching all scene assets > 2018-09-08 04:02:26,837 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 76651050-938e-b7f3-b536-124234244801, type 0 referenced by object BELL JET > RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when > pre-caching all scene assets > 2018-09-08 04:02:26,838 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object BELL JET > RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when > pre-caching all scene assets > 2018-09-08 04:02:26,838 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset > 9e088338-3760-aa08-e02d-bd2ae0aba20e, type 0 referenced by object BELL JET > RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when > pre-caching all scene assets > > The interesting thing is that the asset it can not find is usually one part > of the overall object. I discovered while trying to find what it is that was > missing another anomaly to this issue. If for instance like in this example > I am trying to figure out what parts of the BELL JET RANGER helicopter is > missing. If you only rezz one helicopter you get no errors at all. Then for > every additional helicopter you rezz you get one error for each part of the > helicopter that is having this issue. This helicopter has three prims that > make up the object with some sort of “missing asset” problem. > > I unlinked one of the test helicopters and slowly deleted each prim then did > a region restart to see when the error went away. I got it down to the three > defective prims but I have no idea what is defective about these prims. They > show up just fine, and none of them have any scripts in them. I tried > changing the textures to be blank, or default, and even changed the colors to > see if that could fix the defective prim. I have no idea what the UUID is > pointing to that is part of these prims. > > This problem is what is causing my start-up time for my 4 x 4 var regions to > be in the 15-20 minute range. Even longer if I delete the cache forcing it > to retrieve them from the OSgrid asset server. This is another interesting > thing, if I delete the cache, on the first restart I get no errors even with > multiple failing objects on the region. However all subsequent restarts do > show the errors. > > It is bewildering to me why if you have only one of these on the region there > are no errors but as soon as you have more than one. all but one will give an > error. > > What caught my eye is many of the residents I have love to use the > “Clubmaster Dance Machine” which is a 1 prim object and it has this problem. > If there is only one on a region no errors but if you have more than one you > get, total errors = total defective objects-1. > > There is clearly something wrong with the prim, but I am at a total loss as > to how to fix whatever it is that is wrong with the prim. > > It does not appear to be causing any problems other than slow start-up and > the log file full of hundreds and even thousands of these error messages > which make looking for any problem impossible in a log that grows to be > 10,000 lines long in the first 20 minutes of operations. > > I’m wondering if this is some sort of bug in opensim because a single one of > these”defective” objects does not produce any error messages at all in the > testing I have been able to do so far. > > Tom > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users _______________________________________________ Opensim-users mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
