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Getting Back Textures from the UUIDs |
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ChuChu Ricardo
Registered User
Join date: 26 Jan 2007
Posts: 2
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04-02-2008 23:22
I created a slideshow and used 5 textures, I had to get their UUIDs and I have them. But the original textures are lost, possibly deleted with the slideshow. Is there anyway I can get those textures in my inventory from the UUIDs. I know I can use the UUIDs to set them on a prim. Please help.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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04-03-2008 00:16
Don't think so, no. Not without some kind of direct Linden help. Maybe a support ticket if you've got a premium membership? Meantime, I'd keep a script in my inventory with the keys, to keep the textures from being garbage collected.
CODE
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ChuChu Ricardo
Registered User
Join date: 26 Jan 2007
Posts: 2
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04-03-2008 00:57
Hey Hewee, thanks.....I didn't think of creating a script just for making sure they are not deleted. This is a great idea. Do attachments on a notecard also receive destruction protection.
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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04-03-2008 07:19
The asset garbage collector, in theory, is pretty smart about making sure that an asset has no references anywhere in SL before it deletes it. Even then, it doesn't actually delete the asset - it sorta stuffs it up in the attic somewhere, in case it actually is still in use.
So.. At least in theory, things embedded in notecards won't get cleaned up. _____________________
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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04-03-2008 09:23
Definitely if you have the texture itself embedded in a notecard it'll be fine, but then you could just get the texture back from there. I don't know about texture KEYS in notecards. Hmm. It would make sense, since that would be an obvious place to store the key for script use, but it'd be a good question for a Linden, I think. Definitely keys stored in scripts as I showed above should work.
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Laurence Corleone
Registered User
Join date: 12 Oct 2006
Posts: 126
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04-03-2008 09:52
I would have to think that a texture's key in a notecard would just look like text in a notecard to the garbage collector. What is there to distinguish it as a key and not just random letters and numbers?
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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04-03-2008 09:58
Huh, didn't know unreferenced textures got garbage collected. I did wonder about textures living in the asset server for ever and ever and ...
![]() But it's safe as long as a script references it, right. So you can upload a texture, pull out its UUID, delete the texture, and use that UUID in your scripts, and everything will be fine? In theory? ![]() |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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04-03-2008 12:06
That's right.
Perl regular expression for a key, to distinguish from other text (if only we could use regular expressions in LSL itself): [0-9a-f]{8}(-[0-9a-f]{4}){4}[0-9a-f]{8} Note that that regular expression WILL include the null key ('00000000-0000-0000-0000-000000000000'). It's generally easier to do that and then filter it out with later logic if desired than to try to exclude it in the pattern, which can get ugly. |
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ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
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04-03-2008 19:39
The asset garbage collector, in theory, is pretty smart about making sure that an asset has no references anywhere in SL before it deletes it. Even then, it doesn't actually delete the asset - it sorta stuffs it up in the attic somewhere, in case it actually is still in use. So.. At least in theory, things embedded in notecards won't get cleaned up. I have had photos and landmarks disappear from or move around in notecards often. In my experience, Notecards are very unreliable at keeping stuff saved. _____________________
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