Model validation: Iron Golem (Warlords Battlecry)

DarkDwarf_IronGolem.mdx

0 errors 4 severe 12 warnings 23 unused
  • 1 Geoset 0
    • Alpha is 1.000 at end of "Decay" (frame 15795); 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 15795); 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 15795); 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 15795); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 12 Model
    • Attachment 0 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 1 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 2 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 3 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 4 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 5 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 6 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 7 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 8 "New Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment 9 "Head - Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
    • Attachment name "New Ref" is duplicated by attachments 0, 1, 2, 3, 4, 5, 6, 7, 8; only one will be reachable in-game.
    • Attachment name "Weapon Ref" is duplicated by attachments 12, 13, 14; only one will be reachable in-game.
  • 3 Bone 0 - "Bone_Pelvis"
    • 2 Translation
      • Track 5 at frame 3595 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 4013 has exactly the same value as tracks 5 and 7
    • 1 Rotation
      • Track 12 at frame 12193 has exactly the same value as tracks 11 and 13
  • 2 Bone 1 - "Bone_Forearm_R"
    • 2 Rotation
      • Track 12 at frame 9830 has exactly the same value as tracks 11 and 13
      • Track 15 at frame 12193 has exactly the same value as tracks 14 and 16
  • 2 Bone 2 - "Bone_Forearm_L"
    • 2 Rotation
      • Track 12 at frame 9830 has exactly the same value as tracks 11 and 13
      • Track 15 at frame 12193 has exactly the same value as tracks 14 and 16
  • 1 Bone 8 - "Bone_Leg_L"
    • 1 Rotation
      • Track 19 at frame 12193 has exactly the same value as tracks 18 and 20
  • 3 Bone 9 - "Bone_Leg_R"
    • 3 Rotation
      • Track 5 at frame 3595 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 4013 has exactly the same value as tracks 5 and 7
      • Track 20 at frame 12193 has exactly the same value as tracks 19 and 21
  • 2 Bone 10 - "Bone_Thigh_R"
    • 2 Rotation
      • Track 5 at frame 3595 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 4013 has exactly the same value as tracks 5 and 7
  • 2 Bone 11 - "Bone_Thigh_L"
    • 2 Rotation
      • Track 6 at frame 3595 has exactly the same value as tracks 5 and 7
      • Track 7 at frame 4013 has exactly the same value as tracks 6 and 8
  • 1 Bone 13 - "Bone_Head"
    • 1 Rotation
      • Track 22 at frame 12193 has exactly the same value as tracks 21 and 23
  • 3 Bone 14 - "Bone_Feet_R"
    • 3 Rotation
      • Track 5 at frame 3595 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 4013 has exactly the same value as tracks 5 and 7
      • Track 19 at frame 12193 has exactly the same value as tracks 18 and 20
  • 3 Bone 15 - "Bone_Feet_L"
    • 3 Rotation
      • Track 5 at frame 3595 has exactly the same value as tracks 4 and 6
      • Track 6 at frame 4013 has exactly the same value as tracks 5 and 7
      • Track 20 at frame 12193 has exactly the same value as tracks 19 and 21
  • unused Texture 0 - "IronGolem.blp"
Back
Top