• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Model validation: GreeneTech

GreeneTech.mdx

0 errors 8 severe 2 warnings 26 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay" (frame 65000); 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 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 2
    • Alpha is 1.000 at end of "Decay" (frame 65000); 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 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 4
    • Alpha is 1.000 at end of "Decay" (frame 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 5
    • Alpha is 1.000 at end of "Decay" (frame 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 6
    • Alpha is 1.000 at end of "Decay" (frame 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 8
    • Alpha is 1.000 at end of "Decay" (frame 65000); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Model
    • No collision shapes — in-game selection may be unreliable for this building; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
  • 1 2 Bone 0 - "Bone_Portal"
    • There are no vertices attached to this bone
    • 1 Translation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
    • 1 Scaling
      • Track 1 at frame 20000 has exactly the same value as tracks 0 and 2
  • 1 GeosetAnimation 0
    • 1 Alpha
      • Track 7 at frame 40250 has exactly the same value as tracks 6 and 8
  • 1 Bone 3 - "Bone_Base"
    • 1 Translation
      • Track 2 at frame 10000 has exactly the same value as tracks 1 and 3
  • 6 Bone 6 - "Bone_PortalBase"
    • 3 Translation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 20000 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
    • 3 Scaling
      • Track 1 at frame 20000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 23500 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
  • 6 Bone 7 - "Bone_PortalMass"
    • 3 Translation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 20000 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
    • 3 Scaling
      • Track 1 at frame 20000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 23500 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
  • 6 Bone 8 - "Bone_PortalTeam"
    • 3 Translation
      • Track 1 at frame 1000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 20000 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
    • 3 Scaling
      • Track 1 at frame 20000 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 23500 has exactly the same value as tracks 1 and 3
      • Track 3 at frame 24000 has exactly the same value as tracks 2 and 4
  • 1 ParticleEmitter2 0 - "Dust_Base"
    • 1 Visibility
      • Track 8 at frame 40250 has exactly the same value as tracks 7 and 9
  • 1 ParticleEmitter2 2 - "Dust_Mass"
    • 1 Visibility
      • Track 9 at frame 40250 has exactly the same value as tracks 8 and 10
  • unused Texture 3 - "Doodads0.blp"
  • unused Texture 7 - "snowflake2.blp"
Back
Top