Track is missing asset file что значит
Track is missing asset file что значит
I have around 1300 assets installed at this state. I use the Loading Screen mod and it tells me that there are 250 assets missing. So I did a little troubleshoot and was doing some research. I know that I can look at the log file to see which items are missing. I then recognized that the missing assets are only gone when I subscribe to them again. But I also want to reduce my assets so the game runs a bit more smoothly. I unsubcribed the assets I don’t need anymore and then tried to load the game. The assets I removed are now also «missing» what somehow now leads to a game crash after it loaded because my RAM runs full. So I don’t know how I can remove the assets to be complety gone and not popping up to the missing ones.
For example: I had many Container Assets for a shipyard. But I said to myself that I will not use them anyways so I removed them. And now they appeared at the «missing assets» when I try to load the game.
Does anyone know what I can do there without creating a new city?
Turn on the report option in the Loading Screen mod which will make a report in the folder mentioned just under the option. This will tell you what is missing (some of which may be needed).
This is exactly what I already did and wrote. I checked all the assets which were in the log file but I wasnt subscribed to even one of them. SO the mssing assets thing just goes away when I subscribe to it again what I dont want to do :/
I just want do get rid og the missing assets without resubscribing to them
Chances are that a number of the missing assets are part of another asset such as a building and if that building is still in your city you’ll get the missing reports unless you download these, if you don’t want those assets for whatever reason you don’t have to download them and you can ignore the messages from those but keep this limited a an absolute minimum.
As far as the shipping containers are concerned if their not part of a building then after saving the game and reloading those reports of being missing will be removed.
If you have another recent save you can fall back to go to Content Manager / Saves and click subscribe all wait for downloads to finish then click enable all, this should get you back to where you were.
Chances are that a number of the missing assets are part of another asset such as a building and if that building is still in your city you’ll get the missing reports unless you download these, if you don’t want those assets for whatever reason you don’t have to download them and you can ignore the messages from those but keep this limited a an absolute minimum.
As far as the shipping containers are concerned if their not part of a building then after saving the game and reloading those reports of being missing will be removed.
If you have another recent save you can fall back to go to Content Manager / Saves and click subscribe all wait for downloads to finish then click enable all, this should get you back to where you were.
Computer information:
Manufacturer: MSI
Model: MS-7821
Form Factor: Desktop
No touch input detected
Processor
CPU manufacturer: GenuineIntel
CPU Brand: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
CPU family: 0x6
CPU model: 0x3c
CPU Stepping: 0x3
CPU type: 0x0
Speed: 3500 MHz
8 logical processors
4 technical processors
HyperThreading: Supports
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Not supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supports
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Not supported
operating system:
Windows 10 (64 Bit)
NTFS: Supports
Crypto provider codes: Supports 311 0x0 0x0 0x0 0x0
Graphics card:
Driver: NVIDIA GeForce GTX 1080
DirectX driver name: nvldumd.dll
Driver version: 26.21.14.3086
DirectX driver version: 26.21.14.3086
Driver date: 5.22.2019
OpenGL version: 4.6
desktop color depth: 32 bit per pixel
Monitor refresh rate: 144 Hz
DirectX card: NVIDIA GeForce GTX 1080
Provider identification: 0x10de
Device identification: 0x1b80
Revision: 0xa1
Number of monitors: 2
Number of logical graphics cards: 2
No SLI or Crossfire detected
Great. Display resolution: 1920 x 1080
Desktop resolution: 3840 x 1080
Great. Display size: 20.91″ x 11.73″ (23.94″ diag)
53.1cm x 29.8cm (60.8cm diag)
Primary bus: PCI Express 16x
Primary VRAM: 8191 MB
Supported MSAA modes: 2x 4x 8x
Sound card:
Audio device: Headphones (SteelSeries Arctis 5)
Memory:
RAM: 16328 MB
Further data:
UI Language: German (German)
Medium: Not specified
Total disk space available: 2734599 MB
Largest free disk space block: 1036484 MB
Operating system Installation date: Jan 01 1970
Game controller: None detected
VR-Headset: None found
Track is missing asset file что значит
After a failed attempt at loading the Asset Editor, I tried disabling things to make it work, but disabling all my mods has permanently destroyed my ability to play the game ever again. My mods list is completely empty, not even the default mods are showing up, and «enable all» and «disable all» enable everything in every category at once. I’m getting rid of the game.
EDIT: I uninstalled the game after trying to disable all my mods broke it.
You show an image of missing items but you don’t say if you looked at the report log that gets generated by the Loading Screen Mod. It generates a report and a log that give you links to all items either loaded or not loaded.
I’m also assuming that you have ensured that all your items have been checked off as loaded in the game. Scroll through the list of assets and mods to ensure that what you need is actually listed as loaded.
It helped me a great deal and now all I’m left with is a «misisng» Rotary Washing Line and two duplicate assets (for farming) and they don’t affect the game, also missing assets don’t break the game, they’re a pain in the a r s e nothing more, but using the LSM helps with tracking missing assets down.
Sometimes, however, they (assets) can be loaded and still get listed as missing. Prime example is the Rotary Washing Line listed as missing (for me) as it’s meant to be a prop for a house. I had to load it separately and it shows as not loaded with the house, but I have it listed.
There’s a discussion somewhere on here with regards to issues like this and it gives details about what to do.
Failing that then something you might want to do is this.
Clear the game cache, close steam and then restart it and then reload the game, and give it time to load all mods and assets and then see if you get a better result.
There’s also a guide/list of broken mods and assets that can bork your game too. Take a look on there to see if anything is on that list as well.
Link added here
Track is missing asset file что значит
This is a complete, detailed solution aimed at clearing ALL not found asset errors. Along with clearing all asset errors there is a method to recover partial parent assets which are devoid of their dependencies.
The reported missing assets originate from either your map or subscribed (parent) assets missing their dependencies (child). Some of the dependencies can be found easily, the creator of the asset listed them on the parent asset subscription page. Other dependencies which are not listed by the creator can be found by searching for the reported missing asset name. The most difficult reported missing asset (the Bass Tard asset) was not listed by the parent asset creator and was named incorrectly by the childs author. Bass Tard assets are not searchable. In the end to remove the error you may need to forgo the use of the parent asset thus clearing the error. All that being said, let’s begin.
This solution must be followed in the following sequence.
Load Cities, go to the Content Manager, Assets menu in the game. Disable then Enable all assets, Top right.
Create a new map with nothing on it. Take screenshots of the reported missing assets. You may need to load a time or two to get a complete list, just keep pressing F12.
2. Bookmark Assets
You will need to make a list of all your assets before performing the next step, Favorites are good, creating Collections are better.
A. Favorite Method
Go to http://steamcommunity.com/app/255710/workshop/ you must be logged on. Select Your Workshop Files, then select Subscribed Items. Now you must go to each item and Favorite the item. This will allow you to reacquire your assets later.
B. Collections Method
To create Collections I suggest completing the above Favorite Method first.
Go to http://steamcommunity.com/workshop/editcollection/?appid=255710
Here you can Create a Collection.
You may create one or several Collections. I have several Collections to better organize my work. Having multiple Collections (categories) will help you with the next step.
After setting up your Collections you must add your assets to them. You can use the Favorites to go to each of your subscribed assets pages and select Add to Collection. There you can select the proper category or Collection. Your Favorites are accessed here. Go to http://steamcommunity.com/app/255710/workshop/ you must be logged on. Select Your Workshop Files, then select Favorited.
BE SURE TO USE EITHER OF THE ABOVE METHODS OR BOOKMARK ALL OF YOUR ASSETS IN YOUR BROWSER OTHERWISE YOUR ASSETS MAY BE LOST.
3. Unsubscribe
Unsubscribe from ALL of your assets, not mods, just assets. All the assets are found under the Content Manager, Assets menu in the game. Do not just disable, UNSUBSCRIBE.
Create a new map again with nothing on it. At this point you should see NO missing assets.
4. Identify the Bass Tard asset Parents
Finding the final offending errors from here is tedious, it works though, I completely cleared all my missing assets.
Here is where detailed Collections helps immensely. Go to your Collections. Subscribe to all of the assets in one of your collections. DO NOT USE THE SUBSCRIBE TO ALL OR UNSUBSCRIBE FROM ALL BUTTONS, they don’t work. At least they don’t work in Chrome.
Create a new map with nothing on it. If no asset errors appear while loading the map, that WHOLE Collection is good. If you find asset errors Unsubscribe all the assets in the Collection. Subscribe to a small groups of assets from the Collection, 5 or less. Here you must search. Create a new map with nothing on it. If no errors appear the 5 subscribed assets are good. Make a list of what is known good for further reference. If you see an error, only subscribe to 4 of the 5. Create a new map with nothing on it. The idea here is to find the Asset which triggers the asset error. When you find that Bass Tard Parent go to it’s subscription page, read through the posts, perhaps someone may have listed a link to the unsearchable child there. I actually found one listed! If you cannot find the Bass Tard child, you must unsubscribe from the Parent asset as it is the asset causing your error.
5. Recovering an Asset with a missing child asset.
If you cannot find the child asset and still want to use the Parent asset you can go to your in game Asset Editor, load the Asset you want to recover, change the Asset name and the Save name, then unsubscribe from the Parent asset. Two steps follow. If the asset you are recovering is saved into a map, you will get an error on the map load. Save the map, clearing the error then search through your assets and you will see your newly created asset, use it. You may need to restart Cities before your new asset becomes available. Your new asset is saved locally in a different folder. On Windows 7 the folder is..
«C:\Users\YourUserName\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets\»
Where YourUserName is your Windows user name.
Conclusion: This is a lot of work.
Subscribe to a small number of assets at a time or you may create a lot of work for yourself.
Collections are great. I have a Collection called Queue, here I put untested assets until they are PROVEN good then I move them to their proper Category/Collection. Queue is great because some nights I browse for assets and accumulate many. I can quarantine them until I KNOW they are good.
3ds Max
Could not retrieve table of contents
Asset Tracking Dialog
With the Asset Tracking dialog, you can check files in and out, add files to the Asset Tracking System (ATS), get different versions of files, and so on, all from within 3ds Max.
Asset tracking provides full support for the Autodesk Vault data-management solution, and basic version-control support for other providers, such as Perforce and Microsoft SourceSafe. In general, asset tracking supports version-control providers that are capable of integrating into Microsoft Visual Studio, sometimes referred to as MSSCC support. This topic assumes usage of Autodesk Vault.
The Asset Tracking dialog provides the principal functionality for working with the Vault data-management solution from within 3ds Max, but you can also work directly with Vault using the Vault Explorer client software, which is included with 3ds Max. To run Vault Explorer, go to Windows Start menu Autodesk Autodesk Data Management and choose Autodesk Vault Explorer. To learn more about using Vault Explorer, open the Autodesk Vault Explorer Help menu and choose Autodesk Vault Help Topics, or simply press F1 while the Vault Explorer window is active.
Menu bar
The menu bar provides access to most Asset Tracking functions. Most of the menu functions are also available from the right-click menu available in the dialog window.
Toolbar
Reloads the asset listing from the local scene and updates the window contents.
Status Log
Opens a read-only window showing all status messages received from the Vault during the current session.
Tree View
Table View
Displays listing of the assets in the current scene in tabular format along with the full path and status for the local version of each asset. The branches are hierarchical, but cannot be expanded or collapsed.
Folders
If the system administrator created files folders in Autodesk Vault, they appear in the Asset Tracking dialog and help you maintain organization of files.
If your system administrator set library folders up in Autodesk Vault, they appear in the Asset Tracking dialog. The system administrator sets these folders up on the network and they can act as multiple network workspaces for a team. Your team can use them to organize different types of files. For example, you may have a library folder for materials, for maps, for animations, and so on. Since these library folders are stored on the network, files that are shared between team members can reside on the network at all times, rather than on a user’s local workspace. Library folders can also be used to protect files because the system administrator can set up read/write permissions so that only certain users can make changes to files. See your system administrator for further details.
Left: Asset Tracking dialog window in Tree View
Right: Asset Tracking dialog window in Table View
The Asset Tracking dialog window lists all assets in the current scene in a tree or table view, depending on the current setting. Listed assets include the scene file, any images used by the scene in materials, and so on, XRefs, and photometric files. By default, output files such as rendered images also appear in the window listing; you can turn off display of these if you wish.
Also shown are icons for each assets showing the type of asset (3ds Max scene file, map branch, and so on) and status, as appropriate. Most status icons are documented in the Vault Explorer Help Autodesk Vault Explorer Icon Reference topic.
In general, status errors can be resolved by being careful to coordinate the local folder/file structure with that of the Vault, as described in the above procedure.
You can access most dialog commands by right-clicking an asset in the window; the commands applicable to the asset are available in the context menu. These commands are the same as those documented above.
Track is missing asset file что значит
Начал разбирать свой контент, (более 25000 объектов)
Нашел очень много объектов с ошибками.
Самые распространенные
Error: Unable to load indexed mesh ‘content имя объекта\имя объекта_shadow\имя объекта_shadow.im’
Warning: The *.texture.txt file is missing for texture resource ‘gamedir/local/hash\content\имя объекта.texture’.
Warning: ‘building_lights_nightwindows’ is not a valid value for tag ‘nightmode’. This tag is now empty and a new value must be selected.
Error: No selection for tag ‘nightmode’ in ‘scenery’.
Error: Unable to load texture ‘texture.tga’.
Warning: The file ‘имя объекта.lm’ is provided in LM format, however the high-detail mesh is comprised of less than 300 polygons. This may have a negative impact on performance.
Warning: Progressive meshes are no longer supported by CCP. Though these meshes may work in Trainz, it is recommended that you switch to a LOD mesh.
Пишите кто знает способы устранения, так же можете писать свои ошибки и решения.
Еще интересуют имена или теги очень старых объектов, качество которых уже не удовлетворяет нормам графики на сегодняшний день.
Error: Unable to load indexed mesh ‘content имя объекта\имя объекта_shadow\имя объекта_shadow.im’
Такая ошибка чаще всего возникает, когда нету shadow-меши (тень). Лечится путём прописываения в конфиге следующего:
mesh-table
<
default
<
mesh «имя меши.im»
auto-create 1
>
>
Если такого нету, и ошибка есть, значит ТРС просто пытается найти теневую мешь.
Warning: The *.texture.txt file is missing for texture resource ‘gamedir/local/hash\content\имя объекта.texture’.
В такой ошибке я тупо переконверчиваю *.texture тексты в *.jpg и *.texture.txt. и коммичу.
Warning: ‘building_lights_nightwindows’ is not a valid value for tag ‘nightmode’. This tag is now empty and a new value must be selected.
С такой не сталкивался.
Error: No selection for tag ‘nightmode’ in ‘scenery’.
Тут что-то тег ему не нравится. Можно попробовать тег удалить, хотя советовать не стану именно в этой ошибке.
Warning: The file ‘имя объекта.lm’ is provided in LM format, however the high-detail mesh is comprised of less than 300 polygons. This may have a negative impact on performance.
Что-то мешь совсем не нравится. Точно сказать не могу.
Warning: Progressive meshes are no longer supported by CCP. Though these meshes may work in Trainz, it is recommended that you switch to a LOD mesh.
А тут тупо мешь переконвертить из *.PM в *.IM и всё будет ок.
А тут тупо мешь переконвертить из *.PM в *.IM и всё будет ок.
Из этого вытекает ошибка о невозможности загрузить im
Есть еще такая
Error: Unable to load mesh file: ‘content\имя\имя_shadow.pm’
villaump/pevsoft.htm. Там и конвертер мешей есть, и конвертер текстур.
К конверту не имеет отношения, просто в таблице нет этой тчки, а в конфиге она указана, попробую потереть конфиг (один из вольтметров как раз-таки не работает)
Error: Unable to load indexed mesh ‘content имя объекта\имя объекта_shadow\имя объекта_shadow.im’
Если автор забыл сделать тень, то можно либо удалить вообще тег тени (вместе с его скобками) из конфига, или сделать её самому с помощью соответствующей аурановской проги. После её создания надо проверить, чтобы её имя совпадало с именем в конфиге, иначе ТС её опять не увидит.
Warning: ‘building_lights_nightwindows’ is not a valid value for tag ‘nightmode’. This tag is now empty and a new value must be selected.
Лично я его удаляю как устаревший.
Error: No selection for tag ‘nightmode’ in ‘scenery’.
Error: Unable to load texture ‘texture.tga’.
Потерян файл с текстурой в этом формате, хотя на него ссылается файл *texture.txt. Надо найти или сделать самому примитивный в фотошопе с тем же именем.
Warning: The file ‘имя объекта.lm’ is provided in LM format, however the high-detail mesh is comprised of less than 300 polygons. This may have a negative impact on performance.
Поскольку это предупреждение, я его игнорирую. чего и всем советую.
Warning: Progressive meshes are no longer supported by CCP. Though these meshes may work in Trainz, it is recommended that you switch to a LOD mesh.
Как уже писалось, надо сконвертировать pm в im, после чего в конфиге расширение файла меши так же исправить pm на im
че-то 2010 ругается на ТЭ2 с этого сайта:
Error: Attachment point ‘a.bcoupl’ in ‘back_couple’ must be found in mesh ‘te2_body\te2_827.im’.
Error: The attachment point ‘a.bcoupl’ must belong to the parent mesh of the effect (mesh=te2_body\te2_827.im).
И так на обе секции. Куда провалились точки привязки задней автосцепки?
Подскажите как это исправить.
Error: Failed to install asset
Здесь нет описания проблемы, только факт ошибки, видимо неправильный конфиг (например категория или название)
С точками привязки ничего не сделаешь, можно только удалить.
Вообщем пишите почуть-чуть. Чем смогу.
antikiller_bmrf, когда исправишь полувагоны, скинь пожалуйста исправленные вот эти куиды.
«rzd poluvagon 65449720»
«RUSSIAN bogey 18-100 for freight cars #1»
Вот что у меня по рефрижераторам.
5) «RZD 18-100 bogey 3»
Error: The Tag ‘rgb’ is not permitted within a container of type ‘track’.
Error: The Tag ‘length’ is not permitted within a container of type ‘track’.
Error: The Tag ‘width’ is not permitted within a container of type ‘track’.
Error: The Tag ‘bendy’ is not permitted within a container of type ‘track’.
И как это понимать?
Так ну в комбайновских рельсах я убирал теги и все норм (2010)
Щас посмотрю свой куид, если нет ошибки, попробуешь всунуть
http://dump.ru/file/4262161
Вроде нет ошибки, и тегов тож нет.
Удали свой потом поставь этот (чтобы коммитить не пришлось)
Скачать файл Новая папка.rar (http://dump.ru/file/4263270)
Так ну в комбайновских рельсах я убирал теги и все норм (2010).
К Комбайновским претензий и не было. Они и так работают в 2010 без «напильника».
Спасибо, конечно, но я и сам не лыком шит. 😎 🙂 Заставил работать! Сменил билд на 1.5, как собсно оно и было в оригинале. Это ССР автоматом проставил билд 2.9 и посыпались ошЫбки. :crazy:
Вопрос не в работоспособности ассета, а в том, что написано в «Руководстве по созданию элементов» для ТС2009. Или то, что там написано, на 2010 не распространяется? А если распространяется, то какого черта 2010-му надо?
Есть мнение, что это самое «руководство. » ни что иное, как CCG2006, переведенное на русский.
Что-то там genesis предлагал по этому поводу.
Люди, помогите!
Когда я пытаюсь открыть свою карту без сессии, на ней нет половины объектов, как это исправить?
На счет вокзала, удали из конфига строчки script «zmpiket» class «jkmstolb»
ТС2010 видимо не знает, что означает эти строки
. На счет вокзала, удали из конфига строчки script «zmpiket» class «jkmstolb»
ТС2010 видимо не знает, что означает эти строки
Вряд ли он их не знает. Это строки файла-скрипта и его класса. Тут скорее проблема с самим скриптом. Или что-то в нём, или же его вообще там нет. Если скрипта нет, то эти строчки в конфиге совсем не нужны.
А чтоже это за скрипт такой, давайте спросим у него.
Скрипт: Я. // Original script written by Dmitry Kovaliov aka Дмитрий К. with change by Jam aka Хохрев А.
include «common.gs»
include «Signal.gs»
include «gs.gs»
class jkmstolb isclass Signal <
Soup settings;
StringTable ST;
string kmnumber1, kmnumber2, kmnumber3;
string MakeProperty(string link, string text) <
string t;
if (text==»»)
return HTMLWindow.MakeLink(«live://property/»+link,t);
>
public string GetDescriptionHTML(void) <
string ret=» «;
string bgcol=ST.GetString(«BGCOLOR»);
string bgcol2=ST.GetString(«BGCOLOR2»);
ret=ret+HTMLWindow.StartTable();
ret=ret+HTMLWindow.MakeRow(HTMLWindow.MakeCell(ST. GetString(«platetext»)));
ret=ret+HTMLWindow.MakeRow(HTMLWindow.MakeCell(ST. GetString(«platetext1»),bgcol)+HTMLWindow.MakeCell(MakeProperty(«kmnumber1»,kmnumber1),bgcol2));
ret=ret+HTMLWindow.MakeRow(HTMLWindow.MakeCell(ST. GetString(«platetext2»),bgcol)+HTMLWindow.MakeCell(MakeProperty(«kmnumber2»,kmnumber2),bgcol2));
ret=ret+HTMLWindow.MakeRow(HTMLWindow.MakeCell(ST. GetString(«platetext3»),bgcol)+HTMLWindow.MakeCell(MakeProperty(«kmnumber3»,kmnumber3),bgcol2));
ret=ret+HTMLWindow.EndTable();
public string GetPropertyType(string id) <
string[] tok=Str.Tokens(id,»/»);
if (tok[0]==»kmnumber1″) < return "string,0,4"; >
if (tok[0]==»kmnumber2″) < return "string,0,4"; >
if (tok[0]==»kmnumber3″) < return "string,0,4"; >
return «link»;
>
public void SetPropertyValue(string id, string val) <
string[] tok=Str.Tokens(id,»/»);
public Soup GetProperties(void) <
Soup db=inherited();
db.SetNamedTag(«kmnumber1»,kmnumber1);
db.SetNamedTag(«kmnumber2»,kmnumber2);
db.SetNamedTag(«kmnumber3»,kmnumber3);
return db;
>
public void SetProperties(Soup db) <
kmnumber1=db.GetNamedTag(«kmnumber1»);
kmnumber2=db.GetNamedTag(«kmnumber2»);
kmnumber3=db.GetNamedTag(«kmnumber3»);
public void Init(void) <
inherited();
Asset self=GetAsset();
settings=self.GetConfigSoup().GetNamedSoup(«settings-table»);
ST=self.GetStringTable();
return;
>
>;И мне тоже кажется, что меня запихнули туда не для чего.
😉