Content Checkup is weird
jmucchiello
Posts: 123
This was in my error log:
File: E:/Docs//Daz3D/WhatThatNoise/noise2 - run.duf
Path: /Runtime/Textures/Michelle/CharmHair/ValCharmH_T04.jpg
The directory 'E:/Docs/Daz3D/WhatThatNoise/noise2 - run.duf//Runtime/Textures/Michelle/CharmHair/' does not exist
Why would it expect E:/Docs/Daz3D/WhatThatNoise/noise2 - run.duf/ followed by Runtime anything to exist. The duf is what is being checked. It's supposed to look in my content directories for /Runtime/Textures/Michelle/CharmHair/ValCharmH_T04.jpg of course The directory 'E:/Docs/Daz3D/WhatThatNoise/noise2 - run.duf//Runtime/Textures/Michelle/CharmHair/' does not exist. noise2 - run.duf isn't a directory!
Comments
If you, or the preset, have a // somewhere in the path specification that is probably the source of the issue.
Did you look at the third path in the error text? The path is the name of the file being checked followed by the path of the asset relative to the base assets path. I don't have // anywhere in any paths at all. The output is just messed up.
Also, you can put // in a windows "file open" call and windows doesn't care.
Has this error just started?
Is it any product that fail?
Which content libraries do you have?
Where and how do you install your content?
I just got the checkup asset yesterday. I ran the checkup on my scene stuff.
And none of this explains why the program is try to append the Daz Studio internal asset path (/runtime/...) to the name of the file it is checking.
I hadn't understood it was an issue with a product. If that is the case maybe @Totte can answer.
Have you looked at the dufs in the library you are checking?
All textures are stored in Runtime/xxx/xxx/xxx; where Runtime is a relative path of the main directory.
It may be that it is telling you that E:/Docs//Daz3D/WhatThatNoise/noise2 - run.duf is pointing to /Runtime/Textures/Michelle/CharmHair/ValCharmH_T04.jpg and that the referenced folder cannot be found, though I still suspect there may actually be a malformed path in that file (leading double / is a known issue that used to be safe but now isn't)
Content checkup do require that you know what you are doing. When checking a content directory, it will check all items (.dufs) and check if the texturemaps exists at the path that the duf file say they should exist in. If you have attached an imagemap from another content library,that will be an error (as content checkup is designed to trap that kind of errors, to prevent PAs or free content developers from delivering an item that links to a texturemap that is not included in the distribution.
One of the reasons I wrote it was that a lot of content ten years ago did just that, they worked at the creators machine but failed when loaded on a machine where files in their main content runtime was not copied to the distribution content.