New build no perms?
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Malachi Heliosense
Registered User
Join date: 23 Sep 2008
Posts: 16
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03-27-2009 14:07
Hello all. Last night I finished a new build (A House). Every single thing in the house was either something I created or was a full-perm object owned by me (scripted window blinds). During the build, everthing was fine, but now that it's complete and linked it's suddenly nomod/notrans! This build is not for sale, but I would like to be able to give a copy to my wife as a backup. Do you guys have any idea what happened or how to fix this so it's at least copy/trans?
Thank you for any help
Malachi Heliosense
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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03-27-2009 14:29
Are you seeing this in inventory or when it's rezzed? If it's in inventory it means there is something with those perms (say a script) incorpoated in it. Rez the build and it will be mod, then search for the culprit.
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Ponk Bing
fghfdds
Join date: 19 Mar 2007
Posts: 220
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03-27-2009 23:42
One or more of the objects you linked to it has these perms somewhere in it. It could be anything from animations in a poseball, a script in something or simply permissions set to an object that you didn't make yourself. The no mod is almost certainly an animation or script though.
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
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03-28-2009 01:03
2 other alternatives:
> Check the perms on the textures you used. I have accidently bought textures that weren't full perms, and of course the "next owner" perms on textures you (or your alt) upload do not default to full.
> It could be that one of the prims in the build got "corrupted" by SL and lost its perms - I've seen that happen. Finding it entails, usually, a tedious binary search, where you rez it someplace where you don't own anything else, unlink the whole thing and relink big pieces of it at a time, to zero in on the thing causing the problem.
Good luck! .
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Malachi Heliosense
Registered User
Join date: 23 Sep 2008
Posts: 16
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03-30-2009 11:57
Thank you all  The culprit turned out to be a corrupted prim. Malachi Heliosense
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-30-2009 12:53
From: Malachi Heliosense Thank you all  The culprit turned out to be a corrupted prim. Malachi Heliosense I've seen that, yes. Had a 5000 prim building that wouldn't let me take a copy of it, because one prim got corrupted. Had to search by selecting things one linkest at a time, and then loose individual prims, until I located the "poisoned prim" that was screwing the rest up. Usually, doing a drag copy of the bad prim and deleting the original will fix it. At worst, deleting and replacing the bad prim always works.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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This suggests a useful feature...
03-31-2009 07:49
Some sort of ability to automagically track where the permissions are coming from would have saved you that effort.
Say you have a linkset selected that is no mod. You select the the Permissions tab (which doesn't exist now), click on the Mod button, and all the No mod components light up. One color if it is the prim, another if it is a texture, and another if it is a script causing the no moddiness.
Same for Copy and Trans.
Hmmm. maybe could be done with a script. in the root prim.
_____________________
So many monkeys, so little Shakespeare.
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
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03-31-2009 09:52
From: Lee Ponzu Hmmm. maybe could be done with a script. in the root prim. In-ter-esting. Is there any way to get the permissions mask other than llGetObjectPermMask? Because that ONLY works for the root prim, implying that one would still have to not only unlink the build, but ensure that the script to report perms was in every prim in the build. I have often thought that if I built professionally, I would make sure to set a Pin so I could programmatically load new scripts into all objects, or a subset of objects, in a build. .
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Weston Graves
Werebeagle
Join date: 24 Mar 2007
Posts: 2,059
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04-05-2009 17:18
This was a very timely thread for me (well a week old as of this post but still timely). I have had the same thing happen to an older build I had abandoned for several months and am now trying to finish. Maybe the age of it is contributing to the corruption. I guess I'll rez the thing, unlink it and search it prim by prim, fortunately only 111 prims.
_____________________
Goodbye for now from human Weston, beagle Weston, and Keyboard Guy.  Best of both lives to you all. 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-05-2009 17:21
From: Weston Graves This was a very timely thread for me (well a week old as of this post but still timely). I have had the same thing happen to an older build I had abandoned for several months and am now trying to finish. Maybe the age of it is contributing to the corruption. I guess I'll rez the thing, unlink it and search it prim by prim, fortunately only 111 prims. Look first for an unlinked prim that shouldn't be unlinked, and refuses to link. If that doesn't find anything, if you can afford the prims, select the whole build and drag-copy it upward. Delete the one in the sky, and the one left behind should be a clean copy.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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