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
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