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Model validation: Forest Troll - Hexpriest

Forest Troll-Hexpriest.mdx

0 errors 17 severe 50 warnings 42 unused
  • 1 1 Geoset 3
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 4
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 5
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 Flesh" (frame 124333); 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 Flesh" (frame 124333); 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 Flesh" (frame 124333); 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 Flesh" (frame 124333); 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 10
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 11
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 12
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 13
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 14
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 15
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 16
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 17
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 18
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); 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 19
    • Alpha is 1.000 at end of "Decay Flesh" (frame 124333); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 7 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_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.
  • 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 Bone 71 - "L_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 72 - "R_pauldron_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 73 - "B_cape_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 74 - "B_cape_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 75 - "B_cape_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 114 - "L_ward_feather_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 115 - "R_ward_feather_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 116 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 117 - "M_hair_A_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 118 - "L_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 2 Bone 119 - "L_hair_02_bind_jnt"
    • There are no vertices attached to this bone
    • 2 Rotation
      • Track 27 at frame 1633 has roughly the same value as tracks 26 and 28
      • Track 95 at frame 126133 has roughly the same value as tracks 94 and 96
  • 1 Bone 120 - "L_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 121 - "L_hair_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 122 - "R_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 123 - "R_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 124 - "R_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 1 Bone 125 - "R_hair_04_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Rotation
      • Track 90 at frame 3767 has roughly the same value as tracks 89 and 91
  • 1 1 Bone 126 - "B_hair_01_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Rotation
      • Track 75 at frame 125633 has roughly the same value as tracks 74 and 76
  • 1 Bone 127 - "B_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 128 - "B_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 131 - "weapon_01_feather_A_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 132 - "weapon_01_feather_B_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 133 - "weapon_01_skull_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 0 - "bone_turret"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
  • 1 Bone 2 - "bone_chest"
    • 1 Rotation
      • Track 79 at frame 3100 has roughly the same value as tracks 78 and 80
  • 1 Bone 8 - "L_lwr_arm_bind_jnt"
    • 1 Rotation
      • Track 86 at frame 27433 has roughly the same value as tracks 85 and 87
  • 1 Bone 12 - "L_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 120 at frame 126033 has roughly the same value as tracks 119 and 121
  • 1 Bone 16 - "L_ind_finger_02_bind_jnt"
    • 1 Rotation
      • Track 84 at frame 3433 has roughly the same value as tracks 83 and 85
  • 1 Bone 24 - "R_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 90 at frame 20267 has roughly the same value as tracks 89 and 91
  • 1 Bone 25 - "R_lwr_arm_twist_02_bind_jnt"
    • 1 Rotation
      • Track 90 at frame 20267 has roughly the same value as tracks 89 and 91
  • 1 Bone 26 - "bone_hand_right"
    • 1 Rotation
      • Track 113 at frame 29400 has roughly the same value as tracks 112 and 114
  • 1 Bone 27 - "R_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 75 at frame 3267 has roughly the same value as tracks 74 and 76
  • 1 Bone 36 - "pelvis_bind_jnt"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
  • 1 Bone 38 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 115 at frame 125767 has roughly the same value as tracks 114 and 116
  • 1 Bone 40 - "L_leg_04_bind_jnt"
    • 1 Rotation
      • Track 52 at frame 3033 has roughly the same value as tracks 51 and 53
  • 1 Bone 52 - "L_skirt_A_02_bind_jnt"
    • 1 Rotation
      • Track 19 at frame 700 has roughly the same value as tracks 18 and 20
  • 21 Bone 129 - "beard_01_bind_jnt"
    • 1 Translation
      • Track 109 at frame 126167 has roughly the same value as tracks 108 and 110
    • 20 Rotation
      • Track 107 at frame 3600 has roughly the same value as tracks 106 and 108
      • Track 108 at frame 3633 has roughly the same value as tracks 107 and 109
      • Track 109 at frame 3667 has exactly the same value as tracks 108 and 110
      • Track 110 at frame 3700 has exactly the same value as tracks 109 and 111
      • Track 111 at frame 3733 has exactly the same value as tracks 110 and 112
      • Track 112 at frame 3767 has exactly the same value as tracks 111 and 113
      • Track 113 at frame 3800 has exactly the same value as tracks 112 and 114
      • Track 114 at frame 3833 has exactly the same value as tracks 113 and 115
      • Track 115 at frame 3867 has exactly the same value as tracks 114 and 116
      • Track 116 at frame 3900 has exactly the same value as tracks 115 and 117
      • Track 117 at frame 3933 has exactly the same value as tracks 116 and 118
      • Track 118 at frame 3967 has exactly the same value as tracks 117 and 119
      • Track 119 at frame 4000 has exactly the same value as tracks 118 and 120
      • Track 120 at frame 4033 has exactly the same value as tracks 119 and 121
      • Track 121 at frame 4067 has exactly the same value as tracks 120 and 122
      • Track 122 at frame 4100 has exactly the same value as tracks 121 and 123
      • Track 123 at frame 4133 has exactly the same value as tracks 122 and 124
      • Track 124 at frame 4167 has exactly the same value as tracks 123 and 125
      • Track 125 at frame 4200 has exactly the same value as tracks 124 and 126
      • Track 126 at frame 4233 has exactly the same value as tracks 125 and 127
  • 1 CollisionShape 0 - "B_KGS_Torso"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
  • 1 CollisionShape 3 - "B_KGS_Leg_L"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
  • 1 CollisionShape 4 - "B_KGS_Leg_R"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
  • 1 CollisionShape 5 - "B_KGS_Root"
    • 1 Translation
      • Track 100 at frame 3333 has roughly the same value as tracks 99 and 101
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