link between daz and data where is it?

daz has lost all the texture connections to some of my old scenes...
(but it loads the objects --- what? yep, lots objects ..but can't find the textures in the same folder.
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picture attached 
Daz: Unable to locate the file warning
showing the what it's looking for and where"
screen shot of file right where it should be...
unless .. there is no drive number in the path...
so is it somehow looking on another drive? 
which would make sense if it couldn't load the scene ... but it's loading the objects 
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so there must be a file somewhere that tells daz what drive to check...  but why should it have a different pointer for textures than objects?
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pic two.. list of missing tex
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pic three  scence showing objects without textures
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from the log
2017-11-18 10:06:51.845 Could not resolve : "/56 military/Runtime/Textures/DAZ Clothing/M4/Major Cache/mc_legs.jpg"
2017-11-18 10:06:51.845 Could not resolve : "/68 near future/Runtime/Textures/Destroyed City/DVD_Build 1 Core Doors - Diffuse.jpg"
2017-11-18 10:06:51.849 Could not resolve : "/15 bard/Runtime/Textures/Sarsa/TeenSwag/blazeUnderShirt01 bump.jpg"
2017-11-18 10:06:51.849 Could not resolve : "/56 military/Runtime/textures/VAL/Outrider/DOR_Shell.jpg"

so it's not finding the folders... 
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last pic... folders on drive...  and each folder is top level... so it must be missing the drive? 
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the drive letter has changed a couple times over the years... due to crashes... but again it shouldn't be finding half the stuff unless the data for objects in the save file is stored and ided differently than the textures? 

daz can't locate.jpg
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missing jpgs.jpg
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objects loaded 2.jpg
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file lfolders.jpg
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Comments

  • nemesis10nemesis10 Posts: 3,417

    Just a quick guess, but double-check that the Content Manager and DIm have their Poser settings pointed to the appropriate runtimes.  My guess is that the program can find your objects because the Contentent Manager is set properly for the Daz Studio format i.e. it can find the data folders but cant find the textures nested in the runtimes.  Do correct the letter problem of the drives; for a program, that can point you to an erroneous location.

  • The fact that you are seeing a folder infront of the Runtiem folder in the error message  indicates a problem with your content directory set-up. Having the Runtime in the root of your G: drive also looks wrong (and doesn't match the error box). What are your diectories, set in Edit>Preferences>Content tab>Content Directory Manager?

  • basically the "g" drive... has a bunch of folder...  numbered and named...
    people cars building etc.. 
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    and they were put into the content by using the directory mananger...
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    the scene files are not on the same drive... (older ones.. because 87 gigs of scene files and renders)
    while the G drive with most of the data is using 444g of 600.. 
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    but could it be looking on the same drive the scenefiles are saved? but if it did that wouldnn't matter because all the data files are backed on that drive... 
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    a while back I out grew the 360g drive... moved stuff to a 3TB drive and then set up the 600g drive. 
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    okay it's just a few files (so far) because I opened the one in the first picture and even rendered it from the same scene save area 
    and the second one I just opened was missing one dsf.. but all the textures loaded ... pics one and two...
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    are the actual scene saves editable? 
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    first pic scene file off same drive opened and rendered
    second -content directory
    3rd scene I opened  ten minutes ago... 
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    the ones that didn't work were this morning
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    this is not rational ... unless there is a pointer within the save file that points to a drive letter....
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    thanks for helping to debug 

     

     

    nipTuck clipw 1.jpg
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    content mamager.jpg
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    loaded this with textures.jpg
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  • I suspect what happened is that when you saved you had the folder containing the number content directories set as a content directory itself, so DS saved the location relative to that folder (and included the numberd folder as a result). Yes, you can edit the .duf files if you uncompress them - you can also use the Locate button in the dialogue to manauly set the new location and then resave the file.

  • alan bard newcomeralan bard newcomer Posts: 2,168
    edited November 2017

    I have used the located for the occasional one...   the files in question had about 300 textures that didn't load..  
    but doesn't the numbered folder have to be in the path... as each folder is essentially a content folder... that comes up when I install the  packages and then comes up in the content window as a directory .. (if that's the term)
    my content window looks like the picture below...
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    I opened another file with the same characters and it imported them with the textures...  
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    so logic and even my years as a programmer don't say oh it's this... 

    and the file series that's messing up is naturally one of the more complex one with multiple characters and fire planes and water planes.. argh 
    at least I still have the renders

     

    content library window.jpg
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    crash test iray 5.jpg
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    Post edited by alan bard newcomer on
  • I have used the located for the occasional one...   the files in question had about 300 textures that didn't load..  
    but doesn't the numbered folder have to be in the path... as each folder is essentially a content folder... that comes up when I install the  packages and then comes up in the content window as a directory .. (if that's the term)
    my content window looks like the picture below...
    ---
    I opened another file with the same characters and it imported them with the textures...  
    ---
    so logic and even my years as a programmer don't say oh it's this... 

    and the file series that's messing up is naturally one of the more complex one with multiple characters and fire planes and water planes.. argh 
    at least I still have the renders

     

    The numbered folder has to be in the path to the content diectory, DS then stoes the relative path within that (the Runtime/Textures/some folders/file.jpg bit). In you case I suspect that you had the next folder up selected as a content directory too and so DS stored 80 props/Runtime/Textures/some folders/file.jpg as the relative path, which isn't working. The location within the content directory is in the file, the location of the content directory iss et by you in DS; when loading content DS splices the two together, when saving it subtracts the latter from the former.

  • all of the number folders are content directories.. they all sit at the top level of the G drive...  so their relative path is  G/ numbered folder/ with it's sub catagories of data texture runtime etc. 
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    it's like something is making it miss the "drive" 
    I have a couple spare drives now.. I think I'll dup the files on an "H" drive which was a letter used for what is now the G drive and see if it's looking for that drive... 
    the logfile never IDs the drive it's looking on.. just the folder and path from there.

    I do have products that Dim thinks are installed on H ... (from the tool tip popup in DIM even though they are on G and working

     

     

  • jestmartjestmart Posts: 4,449

    The file is not suppose to have the drive as that is part of the absolute address and Studio is meant to save and load using relative addressing.

  • My concern is that the sene is storing the numbered dirctory, which is aprt of the absolute path but not a proper relative path. Try unzipping a sceen file that is giving errors (you can use the Batch Convert pane in DS, or if you have something like 7-Zip installed you should be able to right-clcik and choose Extract Here), then open that in a text editor and search for the folder name (using %20 instead of the space).

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