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Model validation: Blood Elven Gunner

BEGunner.mdx

0 errors 8 severe 20 warnings 66 unused
  • 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 132266); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 9 Model
    • 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_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_BB" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Bone 9 - "L_kneecap_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 11 - "R_kneecap_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 19 - "L_lwr_lip_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 27 - "R_pauldron_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 46 - "R_lwr_lip_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 53 - "helmet_tail_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 60 - "helmet_tail_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 67 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 72 - "helmet_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 82 - "helmet_tail_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 101 - "spine_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Sequence 9 - "Cinematic Headnod One"
    • Sequence "Cinematic Headnod One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 10 - "Cinematic Headshake One"
    • Sequence "Cinematic Headshake One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 11 - "Cinematic Listening One"
    • Sequence "Cinematic Listening One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 12 - "Cinematic Standard One"
    • Sequence "Cinematic Standard One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 2 Material 6
    • 2 Layer 0
      • 2 Alpha
        • Track 3 at frame 2567 has exactly the same value as tracks 2 and 4
        • Track 4 at frame 3433 has exactly the same value as tracks 3 and 5
  • 6 Material 7
    • 6 Layer 0
      • 6 Alpha
        • Track 3 at frame 2333 has exactly the same value as tracks 2 and 4
        • Track 4 at frame 4333 has exactly the same value as tracks 3 and 5
        • Track 7 at frame 64400 has exactly the same value as tracks 6 and 8
        • Track 8 at frame 66300 has exactly the same value as tracks 7 and 9
        • Track 9 at frame 66333 has exactly the same value as tracks 8 and 10
        • Track 10 at frame 67500 has exactly the same value as tracks 9 and 11
  • 6 Material 8
    • 6 Layer 0
      • 6 Alpha
        • Track 3 at frame 2333 has exactly the same value as tracks 2 and 4
        • Track 4 at frame 4333 has exactly the same value as tracks 3 and 5
        • Track 7 at frame 64400 has exactly the same value as tracks 6 and 8
        • Track 8 at frame 66300 has exactly the same value as tracks 7 and 9
        • Track 9 at frame 66333 has exactly the same value as tracks 8 and 10
        • Track 10 at frame 67500 has exactly the same value as tracks 9 and 11
  • 9 Material 9
    • 9 Layer 0
      • 9 Alpha
        • Track 1 at frame 2400 has exactly the same value as tracks 0 and 2
        • Track 2 at frame 3033 has exactly the same value as tracks 1 and 3
        • Track 3 at frame 3067 has exactly the same value as tracks 2 and 4
        • Track 4 at frame 4067 has exactly the same value as tracks 3 and 5
        • Track 12 at frame 126867 has exactly the same value as tracks 11 and 13
        • Track 13 at frame 126900 has exactly the same value as tracks 12 and 14
        • Track 14 at frame 128867 has exactly the same value as tracks 13 and 15
        • Track 15 at frame 128900 has exactly the same value as tracks 14 and 16
        • Track 16 at frame 130867 has exactly the same value as tracks 15 and 17
  • 1 Bone 1 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 60 at frame 3999 has roughly the same value as tracks 59 and 61
  • 1 Bone 2 - "pelvis_bind_jnt"
    • 1 Rotation
      • Track 185 at frame 82266 has roughly the same value as tracks 184 and 186
  • 2 Bone 14 - "R_leg_02_bind_jnt"
    • 2 Rotation
      • Track 47 at frame 3766 has roughly the same value as tracks 46 and 48
      • Track 222 at frame 135166 has roughly the same value as tracks 221 and 223
  • 4 Bone 22 - "L_lwr_arm_twist_02_bind_jnt"
    • 4 Rotation
      • Track 36 at frame 4800 has roughly the same value as tracks 35 and 37
      • Track 112 at frame 65601 has roughly the same value as tracks 111 and 113
      • Track 188 at frame 136133 has roughly the same value as tracks 187 and 189
      • Track 219 at frame 145434 has roughly the same value as tracks 218 and 220
  • 2 Bone 31 - "bone_hand_left"
    • 2 Rotation
      • Track 4 at frame 600 has roughly the same value as tracks 3 and 5
      • Track 158 at frame 69634 has roughly the same value as tracks 157 and 159
  • 1 Bone 33 - "hd_anim_bind_jnt"
    • 1 Rotation
      • Track 207 at frame 82466 has roughly the same value as tracks 206 and 208
  • 2 Bone 34 - "bone_chest"
    • 1 Translation
      • Track 225 at frame 139533 has roughly the same value as tracks 224 and 226
    • 1 Rotation
      • Track 213 at frame 141067 has roughly the same value as tracks 212 and 214
  • 1 Bone 35 - "R_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 17 at frame 6567 has roughly the same value as tracks 16 and 18
  • 1 Bone 42 - "M_lwr_lip_bind_jnt"
    • 1 Translation
      • Track 158 at frame 91666 has roughly the same value as tracks 157 and 159
  • 4 Bone 48 - "L_lwr_arm_twist_01_bind_jnt"
    • 4 Rotation
      • Track 36 at frame 4800 has roughly the same value as tracks 35 and 37
      • Track 112 at frame 65601 has roughly the same value as tracks 111 and 113
      • Track 188 at frame 136133 has roughly the same value as tracks 187 and 189
      • Track 219 at frame 145434 has roughly the same value as tracks 218 and 220
  • 2 Bone 51 - "L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 179 at frame 69634 has roughly the same value as tracks 178 and 180
      • Track 285 at frame 135100 has roughly the same value as tracks 284 and 286
  • 1 Bone 56 - "L_lip_corner_bind_jnt"
    • 1 Translation
      • Track 144 at frame 91666 has roughly the same value as tracks 143 and 145
  • 1 Bone 61 - "R_upr_arm_bind_jnt"
    • 1 Rotation
      • Track 232 at frame 94399 has roughly the same value as tracks 231 and 233
  • 2 Bone 64 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 100 at frame 59201 has roughly the same value as tracks 99 and 101
      • Track 112 at frame 68667 has roughly the same value as tracks 111 and 113
  • 1 Bone 65 - "L_rng_finger_01_bind_jnt"
    • 1 Rotation
      • Track 51 at frame 7034 has roughly the same value as tracks 50 and 52
  • 1 Bone 74 - "R_pnk_finger_02_bind_jnt"
    • 1 Rotation
      • Track 38 at frame 6567 has roughly the same value as tracks 37 and 39
  • 1 Bone 75 - "spine_02_bind_jnt"
    • 1 Rotation
      • Track 131 at frame 140967 has roughly the same value as tracks 130 and 132
  • 1 Bone 81 - "bone_hand_right"
    • 1 Rotation
      • Track 285 at frame 144700 has roughly the same value as tracks 284 and 286
  • 1 Bone 93 - "R_lwr_arm_bind_jnt"
    • 1 Rotation
      • Track 189 at frame 133766 has roughly the same value as tracks 188 and 190
  • 2 Bone 94 - "L_pnk_finger_01_bind_jnt"
    • 2 Rotation
      • Track 9 at frame 2833 has roughly the same value as tracks 8 and 10
      • Track 61 at frame 71333 has roughly the same value as tracks 60 and 62
  • 2 Bone 96 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 100 at frame 59201 has roughly the same value as tracks 99 and 101
      • Track 112 at frame 68667 has roughly the same value as tracks 111 and 113
  • 2 Bone 102 - "shield_strap_01_bind_jnt"
    • 1 Translation
      • Track 1 at frame 2567 has exactly the same value as tracks 0 and 2
    • 1 Rotation
      • Track 1 at frame 2567 has exactly the same value as tracks 0 and 2
  • 1 Bone 103 - "shield_bind_jnt"
    • 1 Rotation
      • Track 13 at frame 6559 has exactly the same value as tracks 12 and 14
  • 2 Bone 104 - "shield_strap_02_bind_jnt"
    • 1 Translation
      • Track 2 at frame 3433 has exactly the same value as tracks 1 and 3
    • 1 Rotation
      • Track 2 at frame 3433 has exactly the same value as tracks 1 and 3
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