Reply

Cleaning missing image references (part painter styles) from part documets

Edgers

 

Does anybody know a way to remove residual or unwanted part painter style texture jpg files from legacy parts in a batch method?

 

The txt below identifies "Image missing unused reference" which shows jpegs used on part(s) in the past that were assigned textures by applying images to faces on part files.  Overtime these references have been lost or broken like document links in SE assemblies......

 

We are trying to clean up these legacy part documents but need a way to kill these unreferenced images for obvious potential performance concerns.  Has anyone encountered this before and if so how did you go about correcting/cleaning the documents of the unreferenced links?

 

Any help appreciated

 

 

================================================================================
CoreView [0x000000000817C358]:
================================================================================
IPAmode = JVIEWINPLACEMODE_NORMAL
JViewSpace = JVIEWSPACE_3DCAMERA
================================================================================
Container View [0x000000000817BC98]:
================================================================================
Video adapter information:
Adapter: NVIDIA, NVIDIA Quadro M4000, 10.18.13.6213
ChipSet: Quadro M4000, Integrated RAMDAC, 8192MB
Bios Info: Version 84.4.88.0.6
GDI Driver: cdd.DLL (10.18.13.6213)
ICD Driver: nvoglv64.DLL (10.18.13.6213)
Topology: Homogeneous,DPIAware
Display: DELL U2717D:2560x1440@60Hz:{v=96|p=108}dpi:100%:NVIDIASmiley Very HappyP_EXTSmiley Tongue; DELL U2717D:2560x1440@60Hz:{v=96|p=108}dpi:100%:NVIDIASmiley Very HappyP_EXT
ActiveData: NVIDIA | NVIDIA Quadro M4000 | 10.18.13.6213 | WIN7 | HX | HX | DL,MB
AutoConfig: NVIDIA | Quadro | * | WIN7 | HX | HX | DL,SL,MB Render Manager Info [pThis=0x000000003D42B0C0,RID=0]:
Time since last probe: 80.0000
Updates = 2, 0.0274sec, Draws = 0, 0.0000sec, Total Display = 0.0274sec
Features = [0x01011d23], JRENDER_2D, JRENDER_3D, JRENDER_OPENGL, JRENDER_DOUBLEBUFFER, JRENDER_HARDWARE_BACKINGSTORE, JRENDER_ENABLE_LISTS, JRENDER_ENABLE_MULTIBUFFER, JRENDER_WINDOW
Mode=DISPLAY, ActiveModule=3DMODEL, DrawType=OpenGL (Hardware Advanced), RegionMode=FBO
InWindowMode = 0(a)/0(w)
DrawObject Info:
LineVerts=4960
LineStrips=20
Triangles=5016
HID/RID/BID=0000000002/0/2, Type=HUD, Priority=2147483647, Color=NO_COLOR, Size=1
DrawGeometry(IJGraphic(properties=(0x2000)))
HWND=0x00000000002A0C8C, HDC=0xFFFFFFFFBD010A65, HBITMAP=0x0000000000000000, WxHxD=2255x1234x32
HGLRC=0x0000000000010003(current), PixelFormat=19; Bits(c=32,a=0,A=64,z=24,s=8,u=0,o=0); MSAA=(0,disabled); Features=(PFD_DRAW_TO_WINDOW, PFD_SUPPORT_OPENGL, PFD_DOUBLEBUFFER, PFD_SWAP_COPY)
VendorInfo = NVIDIA Corporation, 4.5.0 NVIDIA 362.13, Quadro M4000/PCIe/SSE2, GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_NVX_shared_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_sysmem_buffer GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control , WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_gpu_affinity WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle WGL_NV_swap_group WGL_NV_video_capture
VideoMem = 8.00GiB total, 7.94GiB avail, 178.78KiB in 1 vbos, 0B in 0 lists,
ListUsage = (O:0, T:8704, G:0, I:0, E:0, C:0)
ActiveData = NVIDIA | NVIDIA Quadro M4000 | 10.18.13.6213 | WIN7 | HX | HX | DL,MB
AutoConfig = NVIDIA | Quadro | * | WIN7 | HX | HX | DL,SL,MB
Module3d Info:
Frames = 2
Tessellation = 0
LOD = 0 (high), 0 (med), 0 (low), 0 (total)
Culling = 0 (VF), 0 (SO), 0 (AD), 0 (total)
Objects = 213 (direct), 0 (indirect), 0 (batched), 215 (total)
JConverter
DrawObject Info:
JRender2dBase
[Solid Edge ST9 - Ordered Part - [PE2DN25SSSF.par]]->[<empty>]->[PE2DN25SSSF.par]->[<empty>]->[Jupiter 3D View]

-----------------------------------------------------------------------------------------------------
Image Directory:
Z:\PipingLibrary\CLIENTS\TIANQI\CLASS150\PE2\Flanges\ANSI-ASMEB16.5\STUBSHORTSPIGOT\
Image Search Path:
Z:\PipingLibrary\CLIENTS\TIANQI\CLASS150\PE2\Flanges\ANSI-ASMEB16.5\STUBSHORTSPIGOT\
C:\Program Files\Solid Edge ST9\Images
C:\Program Files\Solid Edge ST9\Images\Textures\Other
\\mspserver02\SE_Library\Templates\SolidEdgeTemplates

Images:
Missing:
Unused Reference:
C:\Program Files\Solid Edge ST5\Images\textures\other\cast_steel_00.jpg
C:\Program Files\Solid Edge ST5\Images\textures\other\threads.jpg
C:\Program Files\Solid Edge ST5\Images\Textures\Other\weldbeads.jpg
C:\Program Files\Solid Edge ST9\Images\textures\other\cast_steel_00.jpg
C:\Solid Edge ST8\Images\Textures\Other\brush_steel_00.jpg
C:\Users\japrozan\Documents\Images\textures\other\cast_copper_00.jpg
C:\Users\japrozan\Documents\Images\textures\other\CHROME_1.JPG
C:\Users\japrozan\Documents\Images\textures\other\GOLDEN_1.JPG
C:\Users\japrozan\Documents\Images\textures\other\threads.jpg
C:\Users\japrozan\Documents\Images\textures\other\weldbeads.jpg
Exact Match:
Mapped:
C:\Program Files\Solid Edge ST4\images\textures\other\cast_copper_00.jpg -> C:\Program Files\Solid Edge ST9\Images\textures\other\cast_copper_00.jpg
C:\Program Files\Solid Edge ST5\Images\Textures\Other\brush_steel_00.jpg -> C:\Program Files\Solid Edge ST9\Images\Textures\Other\brush_steel_00.jpg
C:\Program Files\Solid Edge ST5\Images\textures\other\cast_copper_00.jpg -> C:\Program Files\Solid Edge ST9\Images\textures\other\cast_copper_00.jpg
C:\Program Files\Solid Edge ST5\Images\textures\other\CHROME_1.JPG -> C:\Program Files\Solid Edge ST9\Images\textures\other\CHROME_1.JPG
C:\Program Files\Solid Edge ST5\Images\Textures\Other\GOLDEN_1.JPG -> C:\Program Files\Solid Edge ST9\Images\Textures\Other\GOLDEN_1.JPG

ST9
WIN 7Pro 64bit
DELL T5810 3.7-4Ghz 32Gb ECC
10 REPLIES

Re: Cleaning missing image references (part painter styles) from part documets

[ Edited ]

you have to change LinkMgmt.txt :

CONTAINER
RELATIVE
ABSOLUTE

 

BEGIN MAP
\\oldpath1\
\\newpath1\

\\oldpath2\
\\newpath2\
END MAP

 

https://community.plm.automation.siemens.com/t5/Solid-Edge-Forum/LinkMgmt-txt-workaround-in-Solid-Ed...

Re: Cleaning missing image references (part painter styles) from part documets

Yer Thanks Tom

 

Perhaps Im not understanding the LinkMgmt.txt.  I was aware you can set SEARCH and MAP entries in the txt file (and we have been using LinkMgmt through optionsxml for a long time) but I thought this was specifically for finding embedded SE document to document links not missing image references to part document styles??  There appears to be no control over this and it has caught me by suprise?

 

I need a workflow or a method of removing these missing references from potentially hundreds of part files.This is quite concerning.   I have a tool that can ID the missing references but it cannot purge part documents in one go of these broken paths?

 

Thx Phil 

ST9
WIN 7Pro 64bit
DELL T5810 3.7-4Ghz 32Gb ECC

Re: Cleaning missing image references (part painter styles) from part documets

@mspadmin

 

You can try to use the following command line tool which you may download from here:

   https://www.dropbox.com/s/a4hirtkcooebs0a/goRemoveTextures.exe?dl=0

 

Example use as follows:

   c:\goRemoveTextures.exe "M:\12000 - Bogus Project\Model\Dsn\310GA3"

 

This tool will ignore the "Thread" face style, but cleanup all others.

 

This was build using framework .NET 4.0 and tested with ST5MP11.

 

Please test in isolation first as you use at your own risk. This version 0.1 does not "remember" or "know" which models were checked or not. So if something goes wrong with a big batch you need to start over. Therefore do small batches with this version, unless you feel lucky.

 

If you have requests in respect of ignoring specific face styles then send me a sample file with the name of the face style to ignore as I can easily and quickly accommodate you with this.

 

Let me know if it worked for you or not, thanks.

 

Re: Cleaning missing image references (part painter styles) from part documets

Hey thanks Pieter most appreciated I may obviously owe you a carton.....:-)

 

I'll test on sample and c.

 

Phil

ST9
WIN 7Pro 64bit
DELL T5810 3.7-4Ghz 32Gb ECC

Re: Cleaning missing image references (part painter styles) from part documets

Hi Pieter wanted to give you some feedback on your style tool.  I ran on a sample of 22 part files.  These part files had missing jpg references.  I very much like how its run from CMD line and that it executes in batch via what ever is contained in the single folder.  It also states that cleaning was successful however on checking the parts after cleanup the missing style references are still in the part files.

Not sure if you have tried this before but a Siemens app eng suggested I use the Linkmngtxt file and place an entry of

 

BEGIN MAP

old path to jpg

new path to jpg

END MAP

 

To be honest I had no idea this SE seed file could be used for this purpose and seems like local support where along side of me on that subject also.

 

Cheers

Phil 

ST9
WIN 7Pro 64bit
DELL T5810 3.7-4Ghz 32Gb ECC

Re: Cleaning missing image references (part painter styles) from part documets

@mspadmin

 

Disappointing news you have for me.

 

Please send me three small sample files where this tool has failed on if you don't mind, I'll attempt to debug my code and see where/why it is failing. You can send me the zipped files off list via e-mail. I am able to quickly setup a temporary programming environment for ST9, as we are still stuck on ST5, and I am curious why this is not working on ST9.

 

Thanks

 

Re: Cleaning missing image references (part painter styles) from part documets

Yer will do Pieter 

 

Before that I will send you through some screen captures just so you can see for sure that the parts are not clean just to eliminate my workflow.  

 

Yer if I were to give any advise for you I would not deply ST9.  One big difference is that it has taken on the MS Office 2016 back door UI (spring board for new functionality) but user feed back here is poor.  It is not liked at all not to mention all the graphics related issues.  Not that this is the cause of problems with the version but it appears to be the most buggy release of SE that I can remember.  Normally I move to major versions at MP8 or 9.  However we were encouraged to go early as Siemens informed us that the half dozen or more bugs in xpressroute would not be ported to ST8 but will be addressed in ST9.  Its very disapointing as I know of these same bugs back in ST5.

 

My 2 cents

Cheers

P

ST9
WIN 7Pro 64bit
DELL T5810 3.7-4Ghz 32Gb ECC

Re: Cleaning missing image references (part painter styles) from part documets

[ Edited ]

 


pieter_nienaber wrote:

I'll attempt to debug my code and see where/why it is failing.

   

Hi @pieter_nienaber

    

I too tried making a macro for cleaning the textures and found that for several styles with textures, the path for the textures, using TextureFileName property, was pointing to "\Program Files\Solid Edge ST6\" when tested in ST8 whereas it was pointing to "\Program Files\Solid Edge ST7\" when testing with ST 9

As a result even with HasSurfaceProperties(iResult) returning 1 I was not able to decide if the texture should be removed or not.

Another workaround was to check the current version of SE and checking the version in the incorrect path, but that seemed too much clutter to clean which I did not create in first place.

   

What approach are you adopting ?

Thanks.

  

 

Re: Cleaning missing image references (part painter styles) from part documets

@mspadmin

 

Thanks for the info supplied via e-mail. This allowed me to validate that the tool I supplied is working correctly. However this also allowed me to discover a potential bug with the SESysInfo tool that is reporting garbage in respect of "Unused Reference:" information.

I was able to validate this through two methods:

 1. By shutting down Solid Edge ST9 and the SESysInfo tool completely, and then checking the part model again thereafter, only now is SESysInfo reporting correctly (for the first instance report).

 2. By using the awesome Solid Edge Spy tool I can inquire the model directly and see that all is well while the SESysInfo tool is reporting garbage.

Anyone should be able to concur my findings above using these methods. I now need to raise this issue with my VAR, if they can reproduce then they can escalate this to GTAC.