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Model validation: Final Fantasy 7 Shinra Soldier v1.4

soldier v1.4.mdx

0 errors 11 severe 10 warnings 22 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 1
    • Alpha is 1.000 at end of "Decay" (frame 76167); 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" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 1 Geoset 5
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (12) does not match the number of sequences (10)
  • 1 Geoset 6
    • Alpha is 1.000 at end of "Decay" (frame 76167); 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" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (13) does not match the number of sequences (10)
  • 1 1 Geoset 9
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (13) does not match the number of sequences (10)
  • 1 1 Geoset 10
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (0) does not match the number of sequences (10)
  • 1 1 Geoset 11
    • Alpha is 1.000 at end of "Decay" (frame 76167); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Number of sequence extents (0) does not match the number of sequences (10)
  • 1 Bone 12 - "object06"
    • 1 Translation
      • Track 8 at frame 13200 is lower than the track before it at 83867
  • 2 Model
    • Attachment 9 "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 unit; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
  • 1 Sequence 9 - "Cinematic"
    • Zero length
  • 1 1 Light 0 - "omni01"
    • 1 1 Visibility
      • Interpolation type not set to None
      • Track 20 at frame 212833 is not in any sequence
  • 1 1 ParticleEmitter2 0 - "blizparticle07attack01"
    • 1 1 Visibility
      • Interpolation type not set to None
      • Track 20 at frame 212833 is not in any sequence
  • 1 GeosetAnimation 0
    • 1 Alpha
      • Track 0 at frame 212833 is not in any sequence
  • 1 GeosetAnimation 1
    • 1 Alpha
      • Track 0 at frame 212833 is not in any sequence
  • 1 GeosetAnimation 2
    • 1 Alpha
      • Track 20 at frame 212833 is not in any sequence
  • 1 GeosetAnimation 3
    • 1 Alpha
      • Track 20 at frame 212833 is not in any sequence
  • 3 Bone 0 - "rifle01bone"
    • 3 Translation
      • Track 58 at frame 24333 has exactly the same value as tracks 57 and 59
      • Track 61 at frame 33867 has exactly the same value as tracks 60 and 62
      • Track 87 at frame 146800 has exactly the same value as tracks 86 and 88
  • 3 Helper 0
    • 2 Translation
      • Track 25 at frame 15867 has exactly the same value as tracks 24 and 26
      • Track 44 at frame 146800 has exactly the same value as tracks 43 and 45
    • 1 Rotation
      • Track 9 at frame 15867 has exactly the same value as tracks 8 and 10
  • 3 Helper 11
    • 1 Translation
      • Track 3 at frame 15867 has exactly the same value as tracks 2 and 4
    • 1 Rotation
      • Track 6 at frame 15867 has exactly the same value as tracks 5 and 7
    • 1 Scaling
      • Track 3 at frame 15867 has exactly the same value as tracks 2 and 4
  • 2 Helper 13
    • 2 Rotation
      • Track 24 at frame 146200 has exactly the same value as tracks 23 and 25
      • Track 25 at frame 146267 has exactly the same value as tracks 24 and 26
  • 3 Helper 14
    • 1 Translation
      • Track 4 at frame 15867 has exactly the same value as tracks 3 and 5
    • 1 Rotation
      • Track 6 at frame 15867 has exactly the same value as tracks 5 and 7
    • 1 Scaling
      • Track 3 at frame 15867 has exactly the same value as tracks 2 and 4
  • unused Material 2
  • unused Material 3
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