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Model validation: High Elf Swordsman

highelfswordsman_v1.mdx

0 errors 21 severe 11 warnings 40 unused
  • 2 Geoset 0
    • Too many vertices in one geoset: 8646
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); 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 Flesh" (frame 125167); 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 Flesh" (frame 125167); 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 Flesh" (frame 125167); 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 Flesh" (frame 125167); 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 Flesh" (frame 125167); 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 Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 14
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 15
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 16
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 17
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 18
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 19
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 20
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 21
    • Alpha is 1.000 at end of "Decay Flesh" (frame 125167); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 10 Model
    • Material chunk could not be parsed (unsupported version layout) — material/layer/HD checks skipped
    • 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_Head" 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_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_Weapon" 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_Shield" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Bone 105 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 2 - "bone_chest"
    • 1 Rotation
      • Track 113 at frame 126100 has roughly the same value as tracks 112 and 114
  • 2 Bone 8 - "L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 132 at frame 126633 has roughly the same value as tracks 131 and 133
      • Track 166 at frame 128933 has roughly the same value as tracks 165 and 167
  • 3 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 3 Rotation
      • Track 130 at frame 129367 has roughly the same value as tracks 129 and 131
      • Track 143 at frame 130433 has roughly the same value as tracks 142 and 144
      • Track 151 at frame 130833 has roughly the same value as tracks 150 and 152
  • 3 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 3 Rotation
      • Track 130 at frame 129367 has roughly the same value as tracks 129 and 131
      • Track 143 at frame 130433 has roughly the same value as tracks 142 and 144
      • Track 151 at frame 130833 has roughly the same value as tracks 150 and 152
  • 1 Bone 11 - "bone_hand_left"
    • 1 Rotation
      • Track 109 at frame 3633 has roughly the same value as tracks 108 and 110
  • 1 Bone 24 - "L_pnk_finger_01_bind_jnt"
    • 1 Translation
      • Track 6 at frame 1233 has exactly the same value as tracks 5 and 7
  • 1 Bone 50 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 97 at frame 3533 has roughly the same value as tracks 96 and 98
  • 1 Bone 63 - "L_pauldron_bind_jnt"
    • 1 Rotation
      • Track 83 at frame 125600 has roughly the same value as tracks 82 and 84
  • 1 Bone 64 - "R_pauldron_bind_jnt"
    • 1 Rotation
      • Track 78 at frame 125600 has roughly the same value as tracks 77 and 79
  • 1 Bone 71 - "L_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 132 at frame 128200 has roughly the same value as tracks 131 and 133
  • 1 Bone 72 - "L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 132 at frame 128200 has roughly the same value as tracks 131 and 133
  • 1 Bone 73 - "R_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 132 at frame 128200 has roughly the same value as tracks 131 and 133
  • 1 Bone 74 - "R_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 132 at frame 128200 has roughly the same value as tracks 131 and 133
  • 2 Bone 99 - "R_lwr_lip_02_bind_jnt"
    • 2 Translation
      • Track 19 at frame 125967 has roughly the same value as tracks 18 and 20
      • Track 60 at frame 128533 has roughly the same value as tracks 59 and 61
  • 1 Bone 109 - "L_hair_02_bind_jnt"
    • 1 Rotation
      • Track 155 at frame 128367 has roughly the same value as tracks 154 and 156
  • 1 Bone 110 - "R_hair_01_bind_jnt"
    • 1 Rotation
      • Track 147 at frame 127167 has roughly the same value as tracks 146 and 148
  • 1 CollisionShape 7 - "B_KGS_Weapon"
    • 1 Rotation
      • Track 136 at frame 127233 has roughly the same value as tracks 135 and 137
  • unused Texture 0 - "HighElfSwordsman_Main_Diffuse.dds"
  • unused Texture 1 - "Human_SwordsmanBloodElf_Main_Normal.tif"
  • unused Texture 2 - "Human_SwordsmanBloodElf_Main_ORM.tif"
  • unused Texture 3 - "HighElfSwordsman_Main_Emissive.dds"
  • unused Texture 4 - Team color
  • unused Texture 5 - "EnvironmentMap.blp"
  • unused Texture 6 - "Human_SwordsmanBloodElf_Hair_Diffuse.tif"
  • unused Texture 7 - "Human_SwordsmanBloodElf_Hair_Normal.tif"
  • unused Texture 8 - "Human_SwordsmanBloodElf_Hair_ORM.tif"
  • unused Texture 9 - "Black32.blp"
  • unused Texture 10 - "HighElfSwordsman_Weapon_Diffuse.dds"
  • unused Texture 11 - "Human_SwordsmanBloodElf_Weapon_Normal.tif"
  • unused Texture 12 - "Human_SwordsmanBloodElf_Weapon_ORM.tif"
  • unused Texture 13 - "Human_SwordsmanBloodElf_Weapon_Emissive.tif"
  • unused Texture 14 - "Human_Male_Corpse_Diffuse.tif"
  • unused Texture 15 - "Human_Male_Corpse_Normal.tif"
  • unused Texture 16 - "Human_Male_Corpse_ORM.tif"
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