• 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: BolschevikMarine_Shotgan2

BolschevikMarine_Shotgan2_opt.mdx

0 errors 12 severe 17 warnings 57 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 2
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 272833); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 3 Model
    • Attachment 4 "Head - Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • No collision shapes — in-game selection may be unreliable for this hero; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
    • Hero-class model (team-glow texture + Walk sequence) lacks a "Dissipate" sequence; heroes need it for the death dissolve effect.
  • 1 Geoset 1
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 1 Geoset 4
    • Number of sequence extents (10) does not match the number of sequences (11)
  • 2 Bone 0 - "Rifle01"
    • 2 Scaling
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
  • 2 Bone 1 - "gutz00"
    • 2 Translation
      • Track 1 at frame 289500 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 290000 has exactly the same value as tracks 1 and 3
  • 2 Bone 3 - "Wrench"
    • 2 Scaling
      • Track 18 at frame 289500 has exactly the same value as tracks 17 and 19
      • Track 19 at frame 290000 has exactly the same value as tracks 18 and 20
  • 6 Bone 7 - "Bone_Hand_R"
    • 2 Translation
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
    • 2 Rotation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
    • 2 Scaling
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
  • 2 Bone 8 - "Bone_Arm2_R"
    • 2 Translation
      • Track 17 at frame 289500 has exactly the same value as tracks 16 and 18
      • Track 18 at frame 290000 has exactly the same value as tracks 17 and 19
  • 2 Bone 9 - "Bone_Arm1_L"
    • 2 Translation
      • Track 21 at frame 289500 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 290000 has exactly the same value as tracks 21 and 23
  • 2 Bone 10 - "Bone_Arm2_L"
    • 2 Translation
      • Track 19 at frame 289500 has exactly the same value as tracks 18 and 20
      • Track 20 at frame 290000 has exactly the same value as tracks 19 and 21
  • 5 Bone 11 - "Bone_Hand_L"
    • 2 Translation
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
    • 1 Rotation
      • Track 24 at frame 290000 has exactly the same value as tracks 23 and 25
    • 2 Scaling
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
  • 2 Bone 12 - "Bone_Foot_R"
    • 2 Translation
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
  • 4 Bone 13 - "Bone_Leg2_R"
    • 2 Translation
      • Track 18 at frame 289500 has exactly the same value as tracks 17 and 19
      • Track 19 at frame 290000 has exactly the same value as tracks 18 and 20
    • 2 Rotation
      • Track 33 at frame 289500 has roughly the same value as tracks 32 and 34
      • Track 34 at frame 290000 has roughly the same value as tracks 33 and 35
  • 4 Bone 14 - "Bone_Leg2_L"
    • 2 Translation
      • Track 17 at frame 289500 has exactly the same value as tracks 16 and 18
      • Track 18 at frame 290000 has exactly the same value as tracks 17 and 19
    • 2 Rotation
      • Track 27 at frame 289500 has exactly the same value as tracks 26 and 28
      • Track 28 at frame 290000 has exactly the same value as tracks 27 and 29
  • 4 Bone 15 - "Bone_Foot_L"
    • 2 Translation
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
    • 2 Rotation
      • Track 23 at frame 289500 has exactly the same value as tracks 22 and 24
      • Track 24 at frame 290000 has exactly the same value as tracks 23 and 25
  • 4 Bone 16 - "Bone_Leg1_L"
    • 2 Translation
      • Track 21 at frame 289500 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 290000 has exactly the same value as tracks 21 and 23
    • 2 Rotation
      • Track 26 at frame 289500 has exactly the same value as tracks 25 and 27
      • Track 27 at frame 290000 has exactly the same value as tracks 26 and 28
  • 4 Bone 17 - "Bone_Leg1_R"
    • 2 Translation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
    • 2 Rotation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
  • 4 Bone 18 - "Bone_Pelvis"
    • 2 Translation
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
    • 2 Rotation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
  • 2 Bone 19 - "Bone_Arm1_R"
    • 2 Translation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
  • 6 Helper 0
    • 2 Translation
      • Track 32 at frame 289500 has exactly the same value as tracks 31 and 33
      • Track 33 at frame 290000 has exactly the same value as tracks 32 and 34
    • 2 Rotation
      • Track 22 at frame 289500 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 290000 has exactly the same value as tracks 22 and 24
    • 2 Scaling
      • Track 20 at frame 289500 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 290000 has exactly the same value as tracks 20 and 22
Back
Top