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Model validation: Crimson Swordsman

Crimson Swordsman.mdx

0 errors 5 severe 24 warnings 23 unused
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay Bone" (frame 129767); 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 129767); 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 129767); 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 129767); 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 129767); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 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_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_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_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.
  • 1 Geoset 0
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 1
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 2
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 3
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 4
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 10
    • This geoset has both skin/weights and vertex groups
  • 1 Bone 105 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 116 - "weapon_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 118 - "shield_strap_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 119 - "shield_strap_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 2 - "bone_chest"
    • 1 Rotation
      • Track 6 at frame 900 has roughly the same value as tracks 5 and 7
  • 2 Bone 8 - "L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 17 at frame 1433 has roughly the same value as tracks 16 and 18
      • Track 197 at frame 130967 has roughly the same value as tracks 196 and 198
  • 3 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 3 Rotation
      • Track 34 at frame 2633 has roughly the same value as tracks 33 and 35
      • Track 53 at frame 4733 has roughly the same value as tracks 52 and 54
      • Track 61 at frame 5133 has roughly the same value as tracks 60 and 62
  • 3 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 3 Rotation
      • Track 34 at frame 2633 has roughly the same value as tracks 33 and 35
      • Track 53 at frame 4733 has roughly the same value as tracks 52 and 54
      • Track 61 at frame 5133 has roughly the same value as tracks 60 and 62
  • 1 Bone 11 - "bone_hand_left"
    • 1 Rotation
      • Track 152 at frame 7200 has roughly the same value as tracks 151 and 153
  • 1 Bone 24 - "L_pnk_finger_01_bind_jnt"
    • 1 Translation
      • Track 18 at frame 68933 has exactly the same value as tracks 17 and 19
  • 1 Bone 50 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 150 at frame 7100 has roughly the same value as tracks 149 and 151
  • 1 Bone 63 - "L_pauldron_bind_jnt"
    • 1 Rotation
      • Track 3 at frame 400 has roughly the same value as tracks 2 and 4
  • 1 Bone 64 - "R_pauldron_bind_jnt"
    • 1 Rotation
      • Track 3 at frame 400 has roughly the same value as tracks 2 and 4
  • 1 Bone 71 - "L_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 158 at frame 130233 has roughly the same value as tracks 157 and 159
  • 1 Bone 72 - "L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 158 at frame 130233 has roughly the same value as tracks 157 and 159
  • 1 Bone 73 - "R_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 158 at frame 130233 has roughly the same value as tracks 157 and 159
  • 1 Bone 74 - "R_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 158 at frame 130233 has roughly the same value as tracks 157 and 159
  • 2 Bone 99 - "R_lwr_lip_02_bind_jnt"
    • 2 Translation
      • Track 9 at frame 767 has roughly the same value as tracks 8 and 10
      • Track 64 at frame 130567 has roughly the same value as tracks 63 and 65
  • 1 Bone 109 - "L_hair_02_bind_jnt"
    • 1 Rotation
      • Track 214 at frame 130400 has roughly the same value as tracks 213 and 215
  • 1 Bone 110 - "R_hair_01_bind_jnt"
    • 1 Rotation
      • Track 76 at frame 3900 has roughly the same value as tracks 75 and 77
  • 1 CollisionShape 7 - "B_KGS_Weapon"
    • 1 Rotation
      • Track 73 at frame 3967 has roughly the same value as tracks 72 and 74
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