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Model validation: Forsaken Plague Laboratory Reforged

ForsakenPlagueLaboratoryReforged.mdx

0 errors 41 severe 58 warnings 211 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 1
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 2
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 3
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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" (frame 135333); 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 20
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 21
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 22
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 23
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 24
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 25
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 26
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 27
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 28
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 29
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 30
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 31
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 32
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 33
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 34
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 35
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 36
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 37
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 38
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 39
    • Alpha is 1.000 at end of "Decay" (frame 135333); 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 40
    • Alpha is 1.000 at end of "Decay" (frame 135333); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 Model
    • Material chunk could not be parsed (unsupported version layout) — material/layer/HD checks skipped
  • 1 Sequence 3 - "Death 1"
    • 1 Extent
      • Negative extents
  • 1 Sequence 4 - "Decay"
    • 1 Extent
      • Negative extents
  • 1 Bone 1 - "crystal_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 2 - "crystal_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 3 - "crystal_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 4 - "crystal_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 5 - "pot_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 6 - "pot_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 7 - "pot_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 8 - "pot_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 9 - "planet_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 10 - "planet_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 11 - "planet_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 13 - "planet_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 14 - "orbit_bind_jnt"
    • There are no vertices attached to this bone
  • 1 52 Bone 23 - "L_door_cloth_02_bind_jnt"
    • There are no vertices attached to this bone
    • 52 Rotation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 1067 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 1133 has exactly the same value as tracks 2 and 4
      • Track 4 at frame 1200 has exactly the same value as tracks 3 and 5
      • Track 5 at frame 1300 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 1400 has exactly the same value as tracks 5 and 7
      • Track 7 at frame 1700 has exactly the same value as tracks 6 and 8
      • Track 8 at frame 1800 has roughly the same value as tracks 7 and 9
      • Track 9 at frame 1867 has roughly the same value as tracks 8 and 10
      • Track 10 at frame 1967 has roughly the same value as tracks 9 and 11
      • Track 11 at frame 2067 has roughly the same value as tracks 10 and 12
      • Track 12 at frame 2167 has roughly the same value as tracks 11 and 13
      • Track 13 at frame 2367 has roughly the same value as tracks 12 and 14
      • Track 14 at frame 2467 has roughly the same value as tracks 13 and 15
      • Track 15 at frame 2567 has exactly the same value as tracks 14 and 16
      • Track 16 at frame 2633 has exactly the same value as tracks 15 and 17
      • Track 17 at frame 2733 has exactly the same value as tracks 16 and 18
      • Track 18 at frame 2867 has exactly the same value as tracks 17 and 19
      • Track 19 at frame 3200 has exactly the same value as tracks 18 and 20
      • Track 20 at frame 3333 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 3433 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 3533 has roughly the same value as tracks 21 and 23
      • Track 23 at frame 3633 has roughly the same value as tracks 22 and 24
      • Track 24 at frame 3767 has exactly the same value as tracks 23 and 25
      • Track 25 at frame 3900 has exactly the same value as tracks 24 and 26
      • Track 26 at frame 4267 has roughly the same value as tracks 25 and 27
      • Track 27 at frame 4400 has roughly the same value as tracks 26 and 28
      • Track 28 at frame 4500 has roughly the same value as tracks 27 and 29
      • Track 29 at frame 4600 has roughly the same value as tracks 28 and 30
      • Track 30 at frame 4700 has roughly the same value as tracks 29 and 31
      • Track 31 at frame 4833 has exactly the same value as tracks 30 and 32
      • Track 32 at frame 5167 has exactly the same value as tracks 31 and 33
      • Track 33 at frame 5267 has roughly the same value as tracks 32 and 34
      • Track 34 at frame 5367 has roughly the same value as tracks 33 and 35
      • Track 35 at frame 5467 has roughly the same value as tracks 34 and 36
      • Track 36 at frame 5600 has roughly the same value as tracks 35 and 37
      • Track 37 at frame 6067 has roughly the same value as tracks 36 and 38
      • Track 38 at frame 6200 has exactly the same value as tracks 37 and 39
      • Track 39 at frame 6300 has exactly the same value as tracks 38 and 40
      • Track 40 at frame 6400 has exactly the same value as tracks 39 and 41
      • Track 41 at frame 6500 has exactly the same value as tracks 40 and 42
      • Track 42 at frame 6833 has exactly the same value as tracks 41 and 43
      • Track 43 at frame 6967 has exactly the same value as tracks 42 and 44
      • Track 44 at frame 7067 has exactly the same value as tracks 43 and 45
      • Track 45 at frame 7167 has exactly the same value as tracks 44 and 46
      • Track 46 at frame 7300 has exactly the same value as tracks 45 and 47
      • Track 47 at frame 7400 has exactly the same value as tracks 46 and 48
      • Track 48 at frame 7567 has exactly the same value as tracks 47 and 49
      • Track 49 at frame 7700 has exactly the same value as tracks 48 and 50
      • Track 50 at frame 7767 has exactly the same value as tracks 49 and 51
      • Track 51 at frame 7833 has exactly the same value as tracks 50 and 52
      • Track 52 at frame 7900 has exactly the same value as tracks 51 and 53
  • 43 Bone 15 - "door_cloth_01_bind_jnt"
    • 43 Translation
      • Track 1 at frame 67 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 167 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 500 has exactly the same value as tracks 2 and 4
      • Track 4 at frame 600 has exactly the same value as tracks 3 and 5
      • Track 5 at frame 700 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 800 has exactly the same value as tracks 5 and 7
      • Track 7 at frame 900 has exactly the same value as tracks 6 and 8
      • Track 8 at frame 1200 has exactly the same value as tracks 7 and 9
      • Track 9 at frame 1333 has exactly the same value as tracks 8 and 10
      • Track 10 at frame 1433 has exactly the same value as tracks 9 and 11
      • Track 11 at frame 1533 has exactly the same value as tracks 10 and 12
      • Track 12 at frame 1600 has exactly the same value as tracks 11 and 13
      • Track 13 at frame 1700 has exactly the same value as tracks 12 and 14
      • Track 14 at frame 2033 has exactly the same value as tracks 13 and 15
      • Track 15 at frame 2133 has exactly the same value as tracks 14 and 16
      • Track 16 at frame 2233 has exactly the same value as tracks 15 and 17
      • Track 17 at frame 2333 has exactly the same value as tracks 16 and 18
      • Track 18 at frame 2433 has exactly the same value as tracks 17 and 19
      • Track 19 at frame 2900 has exactly the same value as tracks 18 and 20
      • Track 20 at frame 3033 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 3133 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 3233 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 3367 has exactly the same value as tracks 22 and 24
      • Track 24 at frame 3867 has exactly the same value as tracks 23 and 25
      • Track 25 at frame 4000 has exactly the same value as tracks 24 and 26
      • Track 26 at frame 4100 has exactly the same value as tracks 25 and 27
      • Track 27 at frame 4200 has exactly the same value as tracks 26 and 28
      • Track 28 at frame 4300 has exactly the same value as tracks 27 and 29
      • Track 29 at frame 4700 has exactly the same value as tracks 28 and 30
      • Track 30 at frame 4900 has exactly the same value as tracks 29 and 31
      • Track 31 at frame 5000 has exactly the same value as tracks 30 and 32
      • Track 32 at frame 5133 has exactly the same value as tracks 31 and 33
      • Track 33 at frame 5600 has exactly the same value as tracks 32 and 34
      • Track 34 at frame 5733 has exactly the same value as tracks 33 and 35
      • Track 35 at frame 5867 has exactly the same value as tracks 34 and 36
      • Track 36 at frame 6067 has exactly the same value as tracks 35 and 37
      • Track 37 at frame 6533 has exactly the same value as tracks 36 and 38
      • Track 38 at frame 6767 has exactly the same value as tracks 37 and 39
      • Track 39 at frame 6933 has exactly the same value as tracks 38 and 40
      • Track 40 at frame 7333 has exactly the same value as tracks 39 and 41
      • Track 41 at frame 7500 has exactly the same value as tracks 40 and 42
      • Track 42 at frame 7600 has exactly the same value as tracks 41 and 43
      • Track 43 at frame 7867 has exactly the same value as tracks 42 and 44
  • 52 Bone 21 - "R_door_cloth_02_bind_jnt"
    • 52 Translation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 1067 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 1133 has exactly the same value as tracks 2 and 4
      • Track 4 at frame 1200 has exactly the same value as tracks 3 and 5
      • Track 5 at frame 1300 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 1400 has exactly the same value as tracks 5 and 7
      • Track 7 at frame 1700 has exactly the same value as tracks 6 and 8
      • Track 8 at frame 1800 has roughly the same value as tracks 7 and 9
      • Track 9 at frame 1867 has roughly the same value as tracks 8 and 10
      • Track 10 at frame 1967 has roughly the same value as tracks 9 and 11
      • Track 11 at frame 2067 has roughly the same value as tracks 10 and 12
      • Track 12 at frame 2167 has roughly the same value as tracks 11 and 13
      • Track 13 at frame 2367 has roughly the same value as tracks 12 and 14
      • Track 14 at frame 2467 has roughly the same value as tracks 13 and 15
      • Track 15 at frame 2567 has exactly the same value as tracks 14 and 16
      • Track 16 at frame 2633 has exactly the same value as tracks 15 and 17
      • Track 17 at frame 2733 has exactly the same value as tracks 16 and 18
      • Track 18 at frame 2867 has exactly the same value as tracks 17 and 19
      • Track 19 at frame 3200 has exactly the same value as tracks 18 and 20
      • Track 20 at frame 3333 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 3433 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 3533 has roughly the same value as tracks 21 and 23
      • Track 23 at frame 3633 has roughly the same value as tracks 22 and 24
      • Track 24 at frame 3767 has exactly the same value as tracks 23 and 25
      • Track 25 at frame 3900 has exactly the same value as tracks 24 and 26
      • Track 26 at frame 4267 has roughly the same value as tracks 25 and 27
      • Track 27 at frame 4400 has roughly the same value as tracks 26 and 28
      • Track 28 at frame 4500 has roughly the same value as tracks 27 and 29
      • Track 29 at frame 4600 has roughly the same value as tracks 28 and 30
      • Track 30 at frame 4700 has roughly the same value as tracks 29 and 31
      • Track 31 at frame 4833 has exactly the same value as tracks 30 and 32
      • Track 32 at frame 5167 has exactly the same value as tracks 31 and 33
      • Track 33 at frame 5267 has roughly the same value as tracks 32 and 34
      • Track 34 at frame 5367 has roughly the same value as tracks 33 and 35
      • Track 35 at frame 5467 has roughly the same value as tracks 34 and 36
      • Track 36 at frame 5600 has roughly the same value as tracks 35 and 37
      • Track 37 at frame 6067 has roughly the same value as tracks 36 and 38
      • Track 38 at frame 6200 has exactly the same value as tracks 37 and 39
      • Track 39 at frame 6300 has exactly the same value as tracks 38 and 40
      • Track 40 at frame 6400 has exactly the same value as tracks 39 and 41
      • Track 41 at frame 6500 has exactly the same value as tracks 40 and 42
      • Track 42 at frame 6833 has exactly the same value as tracks 41 and 43
      • Track 43 at frame 6967 has exactly the same value as tracks 42 and 44
      • Track 44 at frame 7067 has exactly the same value as tracks 43 and 45
      • Track 45 at frame 7167 has exactly the same value as tracks 44 and 46
      • Track 46 at frame 7300 has exactly the same value as tracks 45 and 47
      • Track 47 at frame 7400 has exactly the same value as tracks 46 and 48
      • Track 48 at frame 7567 has exactly the same value as tracks 47 and 49
      • Track 49 at frame 7700 has exactly the same value as tracks 48 and 50
      • Track 50 at frame 7767 has exactly the same value as tracks 49 and 51
      • Track 51 at frame 7833 has exactly the same value as tracks 50 and 52
      • Track 52 at frame 7900 has exactly the same value as tracks 51 and 53
  • 1 Bone 31 - "ib0_L_leg_01_bind_jnt"
    • 1 Rotation
      • Track 4 at frame 2200 has roughly the same value as tracks 3 and 5
  • unused Texture 0 - "Forsaken_PlagueLaboratory_Main_Diffuse.dds"
  • unused Texture 1 - "Forsaken_PlagueLaboratory_Main_Normal.dds"
  • unused Texture 2 - "Forsaken_PlagueLaboratory_Main_ORM.dds"
  • unused Texture 3 - "Forsaken_PlagueLaboratory_Main_Emissive.dds"
  • unused Texture 4 - Team color
  • unused Texture 5 - "EnvironmentMap.blp"
  • unused Texture 6 - "DG_Props_Sewer_Vents_V1_V4_Diffuse.tif"
  • unused Texture 7 - "DG_Props_Sewer_Vents_V1_V4_Normal.tif"
  • unused Texture 8 - "DG_Props_Sewer_Vents_V1_V4_ORM.tif"
  • unused Texture 9 - "Black32.blp"
  • unused Texture 10 - "DG_Props_SewerWallpipes_V1_V3_Diffuse.tif"
  • unused Texture 11 - "DG_Props_SewerWallpipes_V1_V3_Normal.tif"
  • unused Texture 12 - "DG_Props_SewerWallpipes_V1_V3_ORM.tif"
  • unused Texture 13 - "Undead_BlackCitadel_WaterFall_Diffuse.tif"
  • unused Texture 14 - "Undead_BlackCitadel_WaterFall_Normal.tif"
  • unused Texture 15 - "Undead_BlackCitadel_WaterFall_ORM.tif"
  • unused Texture 16 - "Undead_BlackCitadel_WaterFall_Emissive.tif"
  • unused Texture 17 - "Orc_GreatHall_Diffuse.tif"
  • unused Texture 18 - "Orc_GreatHall_Normal.tif"
  • unused Texture 19 - "Orc_GreatHall_ORM.tif"
  • unused Texture 20 - "CS_SH_Props_Portcullis Iron Barred Gates_V2_Diffuse.tif"
  • unused Texture 21 - "CS_SH_Props_Portcullis Iron Barred Gates_V2_Normal.tif"
  • unused Texture 22 - "CS_SH_Props_Portcullis Iron Barred Gates_V2_ORM.tif"
  • unused Texture 23 - "Orc_AltarOfStorms_Diffuse.tif"
  • unused Texture 24 - "Orc_AltarOfStorms_Normal.tif"
  • unused Texture 25 - "Orc_AltarOfStorms_ORM.tif"
  • unused Texture 26 - "Orc_AltarOfStorms_Emissive.tif"
  • unused Texture 27 - "Undead_Crypt_Diffuse.tif"
  • unused Texture 28 - "Undead_Crypt_Normal.tif"
  • unused Texture 29 - "Undead_Crypt_ORM.tif"
  • unused Texture 30 - "Undead_Crypt_Emissive.tif"
  • unused Texture 31 - "Undead_Graveyard_Diffuse.tif"
  • unused Texture 32 - "Undead_Graveyard_Normal.tif"
  • unused Texture 33 - "Undead_Graveyard_ORM.tif"
  • unused Texture 34 - "Undead_Graveyard_Emissive.tif"
  • unused Texture 35 - "NR_Props_Fence_V1_V3_Diffuse.tif"
  • unused Texture 36 - "NR_Props_Fence_V1_V3_Normal.tif"
  • unused Texture 37 - "NR_Props_Fence_V1_V3_ORM.tif"
  • unused Texture 38 - "LS_Props_CauldronWithHeads_Diffuse.tif"
  • unused Texture 39 - "LS_Props_CauldronWithHeads_Normal.tif"
  • unused Texture 40 - "LS_Props_CauldronWithHeads_ORM.tif"
  • unused Texture 41 - "DG_Props_TableAndChair_Diffuse.tif"
  • unused Texture 42 - "DG_Props_TableAndChair_Normal.tif"
  • unused Texture 43 - "DG_Props_TableAndChair_ORM.tif"
  • unused Texture 44 - "Orc_WyvernCage_V1_Diffuse.tif"
  • unused Texture 45 - "Orc_WyvernCage_V1_Normal.tif"
  • unused Texture 46 - "Orc_WyvernCage_V1_ORM.tif"
  • unused Texture 47 - "LS_Props_CorpseSitting_Diffuse.tif"
  • unused Texture 48 - "LS_Props_CorpseSitting_Normal.tif"
  • unused Texture 49 - "LS_Props_CorpseSitting_ORM.tif"
  • unused Texture 50 - "Forsaken_PlagueLaboratory_Water_Diffuse.dds"
  • unused Texture 51 - "Forsaken_PlagueLaboratory_Water_Normal.dds"
  • unused Texture 52 - "Forsaken_PlagueLaboratory_Water_ORM.dds"
  • unused Texture 53 - "Forsaken_PlagueLaboratory_Water_Emissive.dds"
  • unused Texture 54 - "LS_Props_CorpseImpaled_V1_Diffuse.tif"
  • unused Texture 55 - "LS_Props_CorpseImpaled_V1_Normal.tif"
  • unused Texture 56 - "LS_Props_CorpseImpaled_V1_ORM.tif"
  • unused Texture 57 - "Human_BuildUp_Diffuse.tif"
  • unused Texture 58 - "Human_BuildUp_Normal.tif"
  • unused Texture 59 - "Human_BuildUp_ORM.tif"
  • unused TextureAnimation 0
  • unused TextureAnimation 1
  • unused TextureAnimation 2
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