• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Model validation: Amani Priestess

AmaniPriestess.mdx

0 errors 20 severe 40 warnings 130 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 1
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 14
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 15
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 16
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 17
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 18
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 19
    • Alpha is 1.000 at end of "Decay Bone" (frame 136167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 10 Model
    • Material chunk could not be parsed (unsupported version layout) — material/layer/HD checks skipped
    • Collision shape "B_KGS_Torso" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Head" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Root" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Tail" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Weapon_BB_BB" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Geoset 20
    • This geoset has both skin/weights and vertex groups
  • 1 1 Bone 55 - "hair_01_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Rotation
      • Track 407 at frame 144600 has roughly the same value as tracks 406 and 408
  • 1 2 Bone 56 - "hair_02_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Translation
      • Track 29 at frame 14767 has roughly the same value as tracks 28 and 30
    • 1 Rotation
      • Track 463 at frame 142666 has roughly the same value as tracks 462 and 464
  • 1 Bone 57 - "R_hair_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 58 - "L_hair_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 82 - "Turret_Edit"
    • There are no vertices attached to this bone
  • 1 Bone 83 - "Head_Edit"
    • There are no vertices attached to this bone
  • 1 Bone 87 - "Rotating_L_Lwr_Master"
    • There are no vertices attached to this bone
  • 1 1 ParticleEmitter2 0 - "S Glo"
    • 1 1 Emission Rate
      • Track 1 has the same frame 300 as track 0
      • Track 1 at frame 300 has exactly the same value as tracks 0 and 2
  • 1 1 ParticleEmitter2 1 - "S Glo"
    • 1 1 Emission Rate
      • Track 1 has the same frame 300 as track 0
      • Track 1 at frame 300 has exactly the same value as tracks 0 and 2
  • 1 Bone 2 - "spine_02_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 7466 has roughly the same value as tracks 62 and 64
  • 3 Bone 5 - "bone_head"
    • 3 Rotation
      • Track 7 at frame 1167 has roughly the same value as tracks 6 and 8
      • Track 296 at frame 130167 has roughly the same value as tracks 295 and 297
      • Track 439 at frame 145667 has roughly the same value as tracks 438 and 440
  • 1 Bone 20 - "L_ind_finger_01_bind_jnt"
    • 1 Rotation
      • Track 9 at frame 8900 has roughly the same value as tracks 8 and 10
  • 2 Bone 21 - "L_ind_finger_02_bind_jnt"
    • 2 Rotation
      • Track 15 at frame 8900 has roughly the same value as tracks 14 and 16
      • Track 126 at frame 139766 has roughly the same value as tracks 125 and 127
  • 1 Bone 22 - "L_ind_finger_03_bind_jnt"
    • 1 Rotation
      • Track 15 at frame 8900 has roughly the same value as tracks 14 and 16
  • 1 Bone 23 - "L_pnk_finger_01_bind_jnt"
    • 1 Rotation
      • Track 10 at frame 8800 has roughly the same value as tracks 9 and 11
  • 1 Bone 24 - "L_pnk_finger_02_bind_jnt"
    • 1 Rotation
      • Track 22 at frame 8800 has roughly the same value as tracks 21 and 23
  • 1 Bone 25 - "L_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 21 at frame 8800 has roughly the same value as tracks 20 and 22
  • 3 Bone 28 - "R_lwr_arm_bind_jnt"
    • 3 Rotation
      • Track 90 at frame 7866 has roughly the same value as tracks 89 and 91
      • Track 95 at frame 8667 has roughly the same value as tracks 94 and 96
      • Track 261 at frame 138833 has roughly the same value as tracks 260 and 262
  • 1 Bone 39 - "L_leg_01_bind_jnt"
    • 1 Rotation
      • Track 317 at frame 141666 has roughly the same value as tracks 316 and 318
  • 2 Bone 40 - "L_leg_02_bind_jnt"
    • 2 Rotation
      • Track 254 at frame 116833 has roughly the same value as tracks 253 and 255
      • Track 329 at frame 142033 has roughly the same value as tracks 328 and 330
  • 1 Bone 41 - "L_leg_03_bind_jnt"
    • 1 Rotation
      • Track 210 at frame 144800 has roughly the same value as tracks 209 and 211
  • 2 Bone 42 - "L_leg_04_bind_jnt"
    • 2 Rotation
      • Track 174 at frame 141800 has roughly the same value as tracks 173 and 175
      • Track 186 at frame 144767 has roughly the same value as tracks 185 and 187
  • 1 Bone 43 - "R_leg_01_bind_jnt"
    • 1 Rotation
      • Track 268 at frame 141666 has roughly the same value as tracks 267 and 269
  • 2 Bone 44 - "R_leg_02_bind_jnt"
    • 2 Rotation
      • Track 295 at frame 144733 has roughly the same value as tracks 294 and 296
      • Track 301 at frame 145667 has roughly the same value as tracks 300 and 302
  • 1 Bone 45 - "R_leg_03_bind_jnt"
    • 1 Rotation
      • Track 226 at frame 145667 has roughly the same value as tracks 225 and 227
  • 1 Bone 46 - "R_leg_04_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 141733 has roughly the same value as tracks 173 and 175
  • 1 Bone 59 - "F_cloth_01_bind_jnt"
    • 1 Rotation
      • Track 86 at frame 9033 has roughly the same value as tracks 85 and 87
  • 2 Bone 61 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 70 at frame 8833 has roughly the same value as tracks 69 and 71
      • Track 138 at frame 13334 has roughly the same value as tracks 137 and 139
  • 1 Bone 62 - "L_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 150 at frame 138566 has roughly the same value as tracks 149 and 151
  • 1 Light 0 - "Portrait_Fill_Light"
    • 1 Rotation
      • Track 10 at frame 141633 has roughly the same value as tracks 9 and 11
  • 41 CollisionShape 0 - "B_KGS_Torso"
    • 1 Translation
      • Track 371 at frame 23234 has roughly the same value as tracks 370 and 372
    • 40 Rotation
      • Track 4 at frame 767 has roughly the same value as tracks 3 and 5
      • Track 111 at frame 7366 has roughly the same value as tracks 110 and 112
      • Track 271 at frame 14300 has exactly the same value as tracks 270 and 272
      • Track 272 at frame 14334 has exactly the same value as tracks 271 and 273
      • Track 273 at frame 14367 has exactly the same value as tracks 272 and 274
      • Track 274 at frame 14400 has exactly the same value as tracks 273 and 275
      • Track 275 at frame 14434 has exactly the same value as tracks 274 and 276
      • Track 276 at frame 14467 has exactly the same value as tracks 275 and 277
      • Track 277 at frame 14500 has exactly the same value as tracks 276 and 278
      • Track 278 at frame 14534 has exactly the same value as tracks 277 and 279
      • Track 279 at frame 14567 has exactly the same value as tracks 278 and 280
      • Track 280 at frame 14600 has exactly the same value as tracks 279 and 281
      • Track 281 at frame 14634 has exactly the same value as tracks 280 and 282
      • Track 282 at frame 14667 has exactly the same value as tracks 281 and 283
      • Track 283 at frame 14700 has exactly the same value as tracks 282 and 284
      • Track 284 at frame 14734 has exactly the same value as tracks 283 and 285
      • Track 285 at frame 14767 has exactly the same value as tracks 284 and 286
      • Track 286 at frame 14800 has exactly the same value as tracks 285 and 287
      • Track 287 at frame 14834 has exactly the same value as tracks 286 and 288
      • Track 288 at frame 14867 has exactly the same value as tracks 287 and 289
      • Track 289 at frame 14900 has exactly the same value as tracks 288 and 290
      • Track 290 at frame 14934 has exactly the same value as tracks 289 and 291
      • Track 291 at frame 14967 has exactly the same value as tracks 290 and 292
      • Track 292 at frame 15000 has exactly the same value as tracks 291 and 293
      • Track 293 at frame 15034 has exactly the same value as tracks 292 and 294
      • Track 294 at frame 15067 has exactly the same value as tracks 293 and 295
      • Track 295 at frame 15100 has exactly the same value as tracks 294 and 296
      • Track 296 at frame 15134 has exactly the same value as tracks 295 and 297
      • Track 297 at frame 15167 has exactly the same value as tracks 296 and 298
      • Track 298 at frame 15200 has exactly the same value as tracks 297 and 299
      • Track 299 at frame 15234 has exactly the same value as tracks 298 and 300
      • Track 300 at frame 15267 has exactly the same value as tracks 299 and 301
      • Track 301 at frame 15300 has exactly the same value as tracks 300 and 302
      • Track 302 at frame 15334 has exactly the same value as tracks 301 and 303
      • Track 303 at frame 15367 has exactly the same value as tracks 302 and 304
      • Track 304 at frame 15400 has exactly the same value as tracks 303 and 305
      • Track 305 at frame 15434 has exactly the same value as tracks 304 and 306
      • Track 306 at frame 15467 has exactly the same value as tracks 305 and 307
      • Track 307 at frame 15500 has exactly the same value as tracks 306 and 308
      • Track 308 at frame 15534 has exactly the same value as tracks 307 and 309
  • 1 CollisionShape 1 - "B_KGS_Head"
    • 1 Rotation
      • Track 317 at frame 55701 has roughly the same value as tracks 316 and 318
  • 1 CollisionShape 2 - "B_KGS_Arm_L"
    • 1 Translation
      • Track 447 at frame 57501 has roughly the same value as tracks 446 and 448
  • 1 CollisionShape 3 - "B_KGS_Arm_R"
    • 1 Rotation
      • Track 310 at frame 14334 has roughly the same value as tracks 309 and 311
  • 1 CollisionShape 4 - "B_KGS_Leg_L"
    • 1 Rotation
      • Track 64 at frame 8867 has roughly the same value as tracks 63 and 65
  • unused Texture 0 - "AmaniPriestess_Main_Diffuse.dds"
  • unused Texture 1 - "HarpyStormHag_Main_Normal.tif"
  • unused Texture 2 - "HarpyStormHag_Main_ORM.tif"
  • unused Texture 3 - "HarpyStormHag_Main_Emissive.tif"
  • unused Texture 4 - Team color
  • unused Texture 5 - "EnvironmentMap.blp"
  • unused Texture 6 - "Neutral_ForestTrollShadowPriest_Lvl_2_Main_Diffuse.tif"
  • unused Texture 7 - "Neutral_ForestTrollShadowPriest_Lvl_2_Main_Normal.tif"
  • unused Texture 8 - "Neutral_ForestTrollShadowPriest_Lvl_2_Main_ORM.tif"
  • unused Texture 9 - "Neutral_ForestTrollShadowPriest_Lvl_2_Main_Emissive.tif"
  • unused Texture 10 - "Neutral_ForestTrollShadowPriest_Lvl_2_Hair_Diffuse.tif"
  • unused Texture 11 - "Neutral_ForestTrollShadowPriest_Lvl_2_Hair_Normal.tif"
  • unused Texture 12 - "Neutral_ForestTrollShadowPriest_Lvl_2_Hair_ORM.tif"
  • unused Texture 13 - "Black32.blp"
  • unused Texture 14 - "Neutral_ForestTrollShadowPriest_Lvl_2_Staff_Diffuse.tif"
  • unused Texture 15 - "Neutral_ForestTrollShadowPriest_Lvl_2_Staff_Normal.tif"
  • unused Texture 16 - "Neutral_ForestTrollShadowPriest_Lvl_2_Staff_ORM.tif"
  • unused Texture 17 - "Neutral_DarkTrollHighPriest_Lvl_4_Fur_Diffuse.tif"
  • unused Texture 18 - "Neutral_DarkTrollHighPriest_Lvl_4_Fur_Normal.tif"
  • unused Texture 19 - "Neutral_DarkTrollHighPriest_Lvl_4_Fur_ORM.tif"
  • unused Texture 20 - "Neutral_ForestTroll_Lvl_2_Main_Diffuse.tif"
  • unused Texture 21 - "Neutral_ForestTroll_Lvl_2_Main_Normal.tif"
  • unused Texture 22 - "Neutral_ForestTroll_Lvl_2_Main_ORM.tif"
  • unused Texture 23 - "Lady_Vashj_main_Diffuse.tif"
  • unused Texture 24 - "Lady_Vashj_main_Normal.tif"
  • unused Texture 25 - "Lady_Vashj_main_ORM.tif"
  • unused Texture 26 - "Lady_Vashj_main_Emissive.tif"
  • unused Texture 27 - "Orc_DrekThar_Main_Diffuse.tif"
  • unused Texture 28 - "Orc_DrekThar_Main_Normal.tif"
  • unused Texture 29 - "Orc_DrekThar_Main_ORM.tif"
  • unused Texture 30 - "Orc_DrekThar_Pauldron_Diffuse.tif"
  • unused Texture 31 - "Orc_DrekThar_Pauldron_Normal.tif"
  • unused Texture 32 - "Orc_DrekThar_Pauldron_ORM.tif"
  • unused Texture 33 - "Orc_DrekThar_WolfArmor_Diffuse.tif"
  • unused Texture 34 - "Orc_DrekThar_WolfArmor_Normal.tif"
  • unused Texture 35 - "Orc_DrekThar_WolfArmor_ORM.tif"
  • unused Texture 36 - "Orc_DrekThar_Weapon_Diffuse.tif"
  • unused Texture 37 - "Orc_DrekThar_Weapon_Normal.tif"
  • unused Texture 38 - "Orc_DrekThar_Weapon_ORM.tif"
  • unused Texture 39 - "Unit_Owlbear_main_Diffuse.tif"
  • unused Texture 40 - "Unit_Owlbear_main_Normal.tif"
  • unused Texture 41 - "Unit_Owlbear_main_ORM.tif"
  • unused Texture 42 - "HarpyStormHag_Main_Diffuse.tif"
  • unused Texture 43 - "TeamColor16.blp"
  • unused Texture 44 - "Troll_Corpse_Diffuse.tif"
  • unused Texture 45 - "Troll_Corpse_Normal.tif"
  • unused Texture 46 - "Troll_Corpse_ORM.tif"
  • unused Texture 47 - "Portrait_BG_Diffuse.tif"
  • unused Texture 48 - "normal.blp"
  • unused Texture 49 - "Portrait_BG_ORM.tif"
Back
Top