• 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: Hooded Ranged Footman

Ranged_footman_Hood.mdx

0 errors 11 severe 19 warnings 64 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); 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 Bone" (frame 135250); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 9 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_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_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.
    • Collision shape "B_KGS_Shield_BB" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Bone 62 - "L_skirt_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 1 Bone 63 - "R_skirt_01_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Rotation
      • Track 77 at frame 155516 has exactly the same value as tracks 76 and 78
  • 1 Bone 93 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 94 - "helmet_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 95 - "helmet_tail_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 96 - "helmet_tail_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 97 - "helmet_tail_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 100 - "R_pauldron_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 111 - "weapon_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Attachment 5 - "SPNxHBF0"
    • 1 Visibility
      • Interpolation type not set to None
  • 1 Sequence 10 - "Cinematic Headnod One"
    • Sequence "Cinematic Headnod One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 11 - "Cinematic Headshake One"
    • Sequence "Cinematic Headshake One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 12 - "Cinematic Listening One"
    • Sequence "Cinematic Listening One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 13 - "Cinematic Standard One"
    • Sequence "Cinematic Standard One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 14 - "Cinematic Wave One"
    • Sequence "Cinematic Wave One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Bone 1 - "spine_02_bind_jnt"
    • 1 Rotation
      • Track 156 at frame 143150 has roughly the same value as tracks 155 and 157
  • 3 Bone 3 - "bone_chest"
    • 1 Translation
      • Track 220 at frame 141883 has roughly the same value as tracks 219 and 221
    • 2 Rotation
      • Track 77 at frame 7884 has roughly the same value as tracks 76 and 78
      • Track 238 at frame 143233 has roughly the same value as tracks 237 and 239
  • 1 Bone 4 - "neck_bind_jnt"
    • 1 Rotation
      • Track 243 at frame 154016 has roughly the same value as tracks 242 and 244
  • 1 Bone 5 - "hd_anim_bind_jnt"
    • 1 Rotation
      • Track 87 at frame 5884 has roughly the same value as tracks 86 and 88
  • 1 Bone 7 - "L_shoulder_bind_jnt"
    • 1 Rotation
      • Track 307 at frame 152183 has roughly the same value as tracks 306 and 308
  • 3 Bone 9 - "L_lwr_arm_bind_jnt"
    • 3 Rotation
      • Track 74 at frame 4676 has roughly the same value as tracks 73 and 75
      • Track 223 at frame 73050 has roughly the same value as tracks 222 and 224
      • Track 496 at frame 155099 has roughly the same value as tracks 495 and 497
  • 5 Bone 10 - "L_lwr_arm_twist_01_bind_jnt"
    • 5 Rotation
      • Track 47 at frame 5426 has roughly the same value as tracks 46 and 48
      • Track 206 at frame 138700 has roughly the same value as tracks 205 and 207
      • Track 237 at frame 147608 has roughly the same value as tracks 236 and 238
      • Track 278 at frame 152808 has roughly the same value as tracks 277 and 279
      • Track 298 at frame 155558 has roughly the same value as tracks 297 and 299
  • 5 Bone 11 - "L_lwr_arm_twist_02_bind_jnt"
    • 5 Rotation
      • Track 47 at frame 5426 has roughly the same value as tracks 46 and 48
      • Track 206 at frame 138700 has roughly the same value as tracks 205 and 207
      • Track 237 at frame 147608 has roughly the same value as tracks 236 and 238
      • Track 278 at frame 152808 has roughly the same value as tracks 277 and 279
      • Track 298 at frame 155558 has roughly the same value as tracks 297 and 299
  • 1 Bone 12 - "bone_hand_left"
    • 1 Rotation
      • Track 4 at frame 392 has roughly the same value as tracks 3 and 5
  • 1 Bone 22 - "L_rng_finger_01_bind_jnt"
    • 1 Rotation
      • Track 52 at frame 11042 has roughly the same value as tracks 51 and 53
  • 2 Bone 25 - "L_pnk_finger_01_bind_jnt"
    • 2 Rotation
      • Track 9 at frame 2451 has roughly the same value as tracks 8 and 10
      • Track 62 at frame 74525 has roughly the same value as tracks 61 and 63
  • 2 Bone 30 - "R_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 236 at frame 136558 has roughly the same value as tracks 235 and 237
      • Track 408 at frame 155099 has roughly the same value as tracks 407 and 409
  • 2 Bone 31 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 90 at frame 7259 has roughly the same value as tracks 89 and 91
      • Track 169 at frame 72284 has roughly the same value as tracks 168 and 170
  • 2 Bone 32 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 90 at frame 7259 has roughly the same value as tracks 89 and 91
      • Track 169 at frame 72284 has roughly the same value as tracks 168 and 170
  • 1 Bone 33 - "bone_hand_right"
    • 1 Rotation
      • Track 335 at frame 146858 has roughly the same value as tracks 334 and 336
  • 1 Bone 34 - "R_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 31 at frame 7967 has roughly the same value as tracks 30 and 32
  • 1 Bone 36 - "R_tmb_03_bind_jnt"
    • 1 Rotation
      • Track 101 at frame 152183 has roughly the same value as tracks 100 and 102
  • 1 Bone 47 - "R_pnk_finger_02_bind_jnt"
    • 1 Rotation
      • Track 66 at frame 10584 has roughly the same value as tracks 65 and 67
  • 1 Bone 48 - "R_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 38 at frame 10584 has roughly the same value as tracks 37 and 39
  • 1 Bone 49 - "pelvis_bind_jnt"
    • 1 Rotation
      • Track 77 at frame 5842 has roughly the same value as tracks 76 and 78
  • 1 Bone 55 - "R_leg_02_bind_jnt"
    • 1 Rotation
      • Track 273 at frame 137741 has roughly the same value as tracks 272 and 274
  • 2 Bone 56 - "bone_leg_right"
    • 2 Rotation
      • Track 94 at frame 6301 has roughly the same value as tracks 93 and 95
      • Track 438 at frame 154099 has roughly the same value as tracks 437 and 439
  • 2 Bone 64 - "L_kneecap_bind_jnt"
    • 2 Rotation
      • Track 36 at frame 155391 has exactly the same value as tracks 35 and 37
      • Track 39 at frame 156266 has exactly the same value as tracks 38 and 40
  • 1 Bone 101 - "L_cape_03_bind_jnt"
    • 1 Rotation
      • Track 115 at frame 6509 has roughly the same value as tracks 114 and 116
  • 4 Bone 102 - "L_cape_01_bind_jnt"
    • 2 Translation
      • Track 207 at frame 141883 has roughly the same value as tracks 206 and 208
      • Track 227 at frame 144983 has roughly the same value as tracks 226 and 228
    • 2 Rotation
      • Track 77 at frame 7884 has roughly the same value as tracks 76 and 78
      • Track 231 at frame 143233 has roughly the same value as tracks 230 and 232
  • 1 Bone 105 - "R_cape_02_bind_jnt"
    • 1 Translation
      • Track 146 at frame 152808 has roughly the same value as tracks 145 and 147
  • 4 Bone 106 - "R_cape_01_bind_jnt"
    • 2 Translation
      • Track 207 at frame 141883 has roughly the same value as tracks 206 and 208
      • Track 227 at frame 144983 has roughly the same value as tracks 226 and 228
    • 2 Rotation
      • Track 77 at frame 7884 has roughly the same value as tracks 76 and 78
      • Track 231 at frame 143233 has roughly the same value as tracks 230 and 232
  • 1 Bone 107 - "M_cape_02_bind_jnt"
    • 1 Rotation
      • Track 12 at frame 1909 has roughly the same value as tracks 11 and 13
  • 1 Bone 108 - "M_cape_03_bind_jnt"
    • 1 Rotation
      • Track 404 at frame 152808 has roughly the same value as tracks 403 and 405
  • 4 Bone 109 - "M_cape_01_bind_jnt"
    • 2 Translation
      • Track 207 at frame 141883 has roughly the same value as tracks 206 and 208
      • Track 227 at frame 144983 has roughly the same value as tracks 226 and 228
    • 2 Rotation
      • Track 77 at frame 7884 has roughly the same value as tracks 76 and 78
      • Track 231 at frame 143233 has roughly the same value as tracks 230 and 232
  • 1 Bone 110 - "weapon_bind_jnt"
    • 1 Rotation
      • Track 490 at frame 153516 has roughly the same value as tracks 489 and 491
Back
Top