Database:Assets

The assets table records all assets including textures, notecards, scripts, and avatar parts      (back to Database Documentation)

Asset Table Structure
The structure of the assets table as of v0.7.1.1 is as follows:

The structure of the assets table in some deprecated versions is as follows:

(back to Database Documentation)

Asset Fields

 * name
 * Name of the asset as it would appear in inventory


 * description
 * Asset's description field, as it appears in various client-side editing widgets


 * assetType
 * Integer which designates the asset's type
 * Valid values are (need help checking and filling these in):
 * -2 - Material
 * 0 - Texture in JPEG2000 J2C stream format
 * 1 - Sound
 * 2 - Calling Card
 * 3 - Landmark
 * 5 - Clothing
 * 6 - Object
 * 7 - Notecard
 * 8 - Folder
 * 10 - LSLText (aka a script)
 * 13 - Body Part
 * 20 - Animation
 * 21 - Gesture
 * 24 - Link (to another inventory item)
 * 25 - LinkFolder (to another inventory folder)
 * 26 - Marketplace folder
 * 49 - Mesh
 * 56 - Setting


 * local
 * For Future Use


 * temporary
 * For Future Use


 * data
 * This is the blob which contains the actual script, notecard text, binary image (texture) or other data characterized by the "Type" column


 * id
 * UUID which uniquely identifies the asset within the system


 * create_time
 * Date and time the asset was created in standard UNIX format


 * access_time
 * Date and time the asset was last used in standard UNIX format


 * asset_flags
 * Asset flags.


 * CreatorID
 * Creator avatar UUID

(back to Database Documentation)