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Primscript.exe borked?

Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-06-2008 22:27
Is anyone else having trouble getting sculpties upload and assemble properly with importprimscript.exe? I've got a project due in about an hour, and I'm tearing my hair out here.

Not only are the sculpties showing major artifacts in their shapes, as if the maps were not uploaded losslessly, but they're also not assembling properly at all. I've got pieces all over the place.

Anyone else experiencing this problem? Any solutions?
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
04-07-2008 00:36
You could try uploading the textures manually and using Qarl's assembler. The problem may be primscript.exe related only.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-07-2008 09:03
Thanks, 2K. But unfortunately that doesn't seem to be working either. Objects are still ending up in the wrong places.

I can only assume something in the latest server code has screwed up the assembly process.

This is really frustrating.
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
04-07-2008 10:13
Well, I've got confirmation it's not just me. I just spoke with a friend/colleague who is experiencing the same problems. I've E-mailed Qarl. I'll post here again if and when I have any new information I can share.

In the mean time, before I go ahead and make this a formal JIRA issue, I'm hoping a few other people can chime in with any more details that might be helpful, so the problem can be described as well as possible in the bug report. If you're a Maya sculpty artist, and you use either the primscript.exe assembler, or the Qlab assembler, what's working for you and what's not right now?
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
04-07-2008 16:52
I noticed this was fixed in libsecondlife trunk the other day: the latest simulator code doesn't support using ObjectPosition packets anymore, and was switched to MultipleObjectUpdate packets
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
04-08-2008 09:22
Thanks, Day. I'm trying out the importprimscript.exe version from the latest libsecondlife trunw right now. So far, it doesn't seem like a happy program. Each texture is taking a good 20-30 seconds to upload, and about 20% of them are failing. At this rate it will be another half hour or so before I get to see what my model looks like in-world.
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
04-08-2008 10:26
Well, that sucked. After having to wait well over an hour for a 40-prim model to upload, I finally log in, and my model is nowhere to be found. I do have a new folder full of textures, but they haven't been applied to anything.

Thanks for the suggestion, Day, but it seems the libsecond life trunk version of the importprimscript program is not a solution for anything.

Anybody have any other ideas?
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Constant Alter
Registered User
Join date: 21 Dec 2007
Posts: 5
04-09-2008 07:11
If this is working for anyone, could you let me know? I have a scene that needs uploading, too. Thanks in advance.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-09-2008 12:26
Qarl got back to me this afternoon. He's looking into the problem. I'll post again when I have more information.

In the mean time, once again, anyone who uses importprimscript.exe and/or the qlab assembler, please post what's working for you and what's not. The more information, the better.
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
04-11-2008 10:33
Just a quick update. I spoke with Qarl again today. Unfortunately won't be able to get to this issue until some time next week. He's apparently got some more urgent bugs he has to take care of first.

In the mean time, from testing with several different models, here's a rundown of what does and doesn't work:

1. ImportPrimscript.exe version 1.3.0 seems to upload textures correctly, but does not place the prims in the correct locations.

2. ImportPrimscript.exe version 1.0.2 does NOT upload textures correctly AND does NOT place the prims in the correct locations.

3. The version of ImportPrimscript.exe in the current libsecondlife trunk takes a really long time to upload textures (over 90 minutes for a 40 prim object), fails to upload about 20% of the time, and does not rez the objects. You end up with a partial folder full of textures, but no geometry at all.

4. The qlab assembler has a lower amplitude of misplacement, but the frequency is about the same as with ImportPrimscript 1.3.0. In other words, the same amount of objects end up in the wrong places with both assemblers, but they don't end up as widely spread out from each other with qlab.


Anyone have anything to add? Please, speak up if you do.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
04-11-2008 10:51
Thanks for the info, Chosen!
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-11-2008 12:08
I've now created a Jira issue for this. http://jira.secondlife.com/browse/SVC-2142

Please vote. Obviously, the right Linden is already on the case, but more votes can also mean more exposure to the public, including the open source community.
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