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Model validation: [Dragon]Ground BlackDragon

BlackDragon_Final.mdx

0 errors 0 severe 34 warnings 18 unused
  • 5 Model
    • Attachment 2 "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".
    • Collision shape "Collision01" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "Collision02" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "Collision03" 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 Geoset 0
    • Number of sequence extents (7) does not match the number of sequences (9)
  • 1 Geoset 1
    • Number of sequence extents (7) does not match the number of sequences (9)
  • 1 Geoset 2
    • Number of sequence extents (7) does not match the number of sequences (9)
  • 7 Geoset 3
    • Number of sequence extents (7) does not match the number of sequences (9)
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
  • 7 Geoset 4
    • Number of sequence extents (7) does not match the number of sequences (9)
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
  • 1 GeosetAnimation 3
    • 1 Alpha
      • Track 6 has the same frame 4000 as track 5
  • 1 GeosetAnimation 4
    • 1 Alpha
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 0 - "Hand Left Ref "
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 1 - "Hand Right Ref "
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 2 - "Head - Ref"
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 3 - "Weapon Ref"
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 4 - "Foot Left Ref "
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 5 - "Foot Right Ref "
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 Attachment 6 - "Chest Ref"
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 ParticleEmitter 0 - "SuperSpray05Bones"
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 ParticleEmitter 1 - "SuperSpray04Guts"
    • 1 Visibility
      • Track 6 has the same frame 4000 as track 5
  • 1 ParticleEmitter2 0 - "BlizParticle_Breath"
    • 1 Visibility
      • Track 4 has the same frame 4000 as track 3
  • 1 Helper 0
    • 1 Scaling
      • Track 2 at frame 633 has roughly the same value as tracks 1 and 3
  • 1 Helper 2
    • 1 Rotation
      • Track 5 at frame 1000 has exactly the same value as tracks 4 and 6
  • 1 Helper 3
    • 1 Rotation
      • Track 6 at frame 1000 has roughly the same value as tracks 5 and 7
  • 1 Helper 4
    • 1 Rotation
      • Track 7 at frame 1000 has exactly the same value as tracks 6 and 8
  • 1 Helper 5
    • 1 Rotation
      • Track 5 at frame 1000 has roughly the same value as tracks 4 and 6
  • 1 Helper 6
    • 1 Rotation
      • Track 6 at frame 1000 has roughly the same value as tracks 5 and 7
  • 1 Helper 7
    • 1 Rotation
      • Track 8 at frame 1000 has roughly the same value as tracks 7 and 9
  • 1 Helper 9
    • 1 Rotation
      • Track 5 at frame 1000 has exactly the same value as tracks 4 and 6
  • 1 Helper 11
    • 1 Rotation
      • Track 3 at frame 1000 has roughly the same value as tracks 2 and 4
  • 1 Helper 13
    • 1 Rotation
      • Track 4 at frame 1000 has exactly the same value as tracks 3 and 5
  • 1 Helper 15
    • 1 Rotation
      • Track 3 at frame 1000 has exactly the same value as tracks 2 and 4
  • 1 Helper 16
    • 1 Rotation
      • Track 4 at frame 1000 has exactly the same value as tracks 3 and 5
  • 1 Helper 20
    • 1 Rotation
      • Track 4 at frame 1000 has roughly the same value as tracks 3 and 5
  • 1 Helper 23
    • 1 Rotation
      • Track 4 at frame 1000 has exactly the same value as tracks 3 and 5
  • 1 Helper 24
    • 1 Rotation
      • Track 5 at frame 1000 has exactly the same value as tracks 4 and 6
  • 1 Helper 25
    • 1 Rotation
      • Track 6 at frame 1000 has exactly the same value as tracks 5 and 7
  • 1 Helper 26
    • 1 Rotation
      • Track 6 at frame 1000 has exactly the same value as tracks 5 and 7
  • 1 Helper 27
    • 1 Rotation
      • Track 5 at frame 1000 has exactly the same value as tracks 4 and 6
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