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Model validation: Aszune

aszune.mdx

0 errors 0 severe 19 warnings 27 unused
  • 13 Model
    • Collision shape "B_KGS_MNTLeg" 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_MNTTorso" 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_MNTHead" 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_MNTTail" 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_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_Weapon" 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_Shield" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Unit-class model lacks a "Decay" / "Decay Flesh" / "Decay Bone" sequence — the corpse will not decay properly in-game.
  • 1 Bone 97 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 173 - "mount_bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 174 - "mount_neck_armor_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 175 - "mount_neck_armor_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 178 - "shield_strap_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 179 - "shield_strap_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Sequence 6 - "Cinematic Walk One"
    • Sequence "Cinematic Walk One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Bone 0 - "bone_turret"
    • 1 Rotation
      • Track 125 at frame 9066 has roughly the same value as tracks 124 and 126
  • 2 Bone 30 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 63 at frame 3333 has roughly the same value as tracks 62 and 64
      • Track 144 at frame 13833 has roughly the same value as tracks 143 and 145
  • 2 Bone 31 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 63 at frame 3333 has roughly the same value as tracks 62 and 64
      • Track 144 at frame 13833 has roughly the same value as tracks 143 and 145
  • 1 Bone 48 - "pelvis_bind_jnt"
    • 1 Rotation
      • Track 128 at frame 9066 has roughly the same value as tracks 127 and 129
  • 1 Bone 50 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 152 at frame 12867 has roughly the same value as tracks 151 and 153
  • 1 Bone 59 - "B_loincloth_02_bind_jnt"
    • 1 Rotation
      • Track 99 at frame 14367 has roughly the same value as tracks 98 and 100
  • 1 Bone 105 - "L_pauldron_bind_jnt"
    • 1 Rotation
      • Track 20 at frame 1899 has roughly the same value as tracks 19 and 21
  • 2 Bone 108 - "mount_spine_02_bind_jnt"
    • 2 Rotation
      • Track 26 at frame 1766 has roughly the same value as tracks 25 and 27
      • Track 97 at frame 12700 has roughly the same value as tracks 96 and 98
  • 2 Bone 122 - "mount_bone_hand_right"
    • 2 Rotation
      • Track 27 at frame 1666 has roughly the same value as tracks 26 and 28
      • Track 103 at frame 12600 has roughly the same value as tracks 102 and 104
  • 1 Bone 144 - "mount_L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 135 at frame 16067 has roughly the same value as tracks 134 and 136
  • 1 Bone 150 - "mount_R_ear_bind_jnt"
    • 1 Rotation
      • Track 40 at frame 2933 has roughly the same value as tracks 39 and 41
  • 1 Bone 154 - "mount_L_whisker_bind_jnt"
    • 1 Rotation
      • Track 79 at frame 15567 has roughly the same value as tracks 78 and 80
  • 1 Bone 155 - "mount_R_whisker_bind_jnt"
    • 1 Rotation
      • Track 81 at frame 15567 has roughly the same value as tracks 80 and 82
  • 1 Bone 170 - "mount_R_lwr_lip_01_bind_jnt"
    • 1 Translation
      • Track 130 at frame 7370 has roughly the same value as tracks 129 and 131
  • 1 Bone 171 - "mount_R_lip_corner_bind_jnt"
    • 1 Translation
      • Track 125 at frame 7370 has roughly the same value as tracks 124 and 126
  • 5 Bone 176 - "weapon_bind_jnt"
    • 4 Scaling
      • Track 3 at frame 1733 has exactly the same value as tracks 2 and 4
      • Track 4 at frame 2099 has exactly the same value as tracks 3 and 5
      • Track 13 at frame 12667 has exactly the same value as tracks 12 and 14
      • Track 14 at frame 13033 has exactly the same value as tracks 13 and 15
    • 1 Rotation
      • Track 83 at frame 3666 has roughly the same value as tracks 82 and 84
  • 1 CollisionShape 3 - "B_KGS_MNTTail"
    • 1 Rotation
      • Track 89 at frame 3933 has roughly the same value as tracks 88 and 90
  • 1 CollisionShape 10 - "B_KGS_Weapon"
    • 1 Rotation
      • Track 83 at frame 3666 has roughly the same value as tracks 82 and 84
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