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Model validation: Orc - Gladiator

Orc_Gladiator.mdx

0 errors 19 severe 58 warnings 30 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); 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 Bone" (frame 140968); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 10 Model
    • 2 cameras present — Warcraft 3 only uses one Portrait camera; the extras inflate filesize and may be leftover defaults from model conversion.
    • 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_BoxCol_0" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Geoset 18
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 19
    • This geoset has both skin/weights and vertex groups
  • 1 Bone 60 - "B_loincloth_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 61 - "B_loincloth_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 65 - "L_armpad_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 66 - "R_armpad_bind_jnt"
    • There are no vertices attached to this bone
  • 1 1 Bone 68 - "flag_02_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Translation
      • Track 43 at frame 14400 has roughly the same value as tracks 42 and 44
  • 1 Bone 69 - "flag_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 70 - "flag_04_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 71 - "necklace_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 72 - "hair_tail_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 73 - "hair_tail_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 74 - "hair_tail_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 75 - "L_M_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 76 - "L_M_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 77 - "R_M_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 78 - "R_M_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 79 - "R_M_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 2 Bone 80 - "L_B_hair_01_bind_jnt"
    • There are no vertices attached to this bone
    • 2 Rotation
      • Track 102 at frame 12300 has roughly the same value as tracks 101 and 103
      • Track 111 at frame 12800 has roughly the same value as tracks 110 and 112
  • 1 Bone 81 - "L_B_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 82 - "L_F_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 83 - "L_F_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 84 - "L_F_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 85 - "R_F_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 86 - "R_F_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 87 - "R_F_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 124 - "weapon_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 125 - "weapon_stretch_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 126 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Sequence 10 - "Cinematic Walk one"
    • Sequence "Cinematic Walk one" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Bone 7 - "L_upr_arm_bind_jnt"
    • 1 Rotation
      • Track 298 at frame 14934 has roughly the same value as tracks 297 and 299
  • 1 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 143 at frame 11500 has roughly the same value as tracks 142 and 144
  • 1 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 1 Rotation
      • Track 143 at frame 11500 has roughly the same value as tracks 142 and 144
  • 2 Bone 12 - "L_tmb_01_bind_jnt"
    • 2 Rotation
      • Track 104 at frame 12900 has roughly the same value as tracks 103 and 105
      • Track 192 at frame 17267 has roughly the same value as tracks 191 and 193
  • 1 Bone 13 - "L_tmb_02_bind_jnt"
    • 1 Rotation
      • Track 167 at frame 17267 has roughly the same value as tracks 166 and 168
  • 2 Bone 14 - "L_tmb_03_bind_jnt"
    • 2 Rotation
      • Track 156 at frame 17267 has roughly the same value as tracks 155 and 157
      • Track 186 at frame 63335 has roughly the same value as tracks 185 and 187
  • 1 Bone 21 - "L_rng_finger_01_bind_jnt"
    • 1 Rotation
      • Track 91 at frame 11233 has roughly the same value as tracks 90 and 92
  • 1 Bone 24 - "L_pnk_finger_01_bind_jnt"
    • 1 Rotation
      • Track 92 at frame 11233 has roughly the same value as tracks 91 and 93
  • 1 Bone 25 - "L_pnk_finger_02_bind_jnt"
    • 1 Rotation
      • Track 98 at frame 11233 has roughly the same value as tracks 97 and 99
  • 2 Bone 26 - "L_pnk_finger_03_bind_jnt"
    • 2 Rotation
      • Track 44 at frame 4233 has roughly the same value as tracks 43 and 45
      • Track 78 at frame 9466 has roughly the same value as tracks 77 and 79
  • 3 Bone 29 - "R_lwr_arm_bind_jnt"
    • 3 Rotation
      • Track 76 at frame 4766 has roughly the same value as tracks 75 and 77
      • Track 156 at frame 9999 has roughly the same value as tracks 155 and 157
      • Track 355 at frame 20101 has roughly the same value as tracks 354 and 356
  • 2 Bone 30 - "R_lwr_arm_twist_01_bind_jnt"
    • 2 Rotation
      • Track 165 at frame 11100 has roughly the same value as tracks 164 and 166
      • Track 228 at frame 14967 has roughly the same value as tracks 227 and 229
  • 2 Bone 31 - "R_lwr_arm_twist_02_bind_jnt"
    • 2 Rotation
      • Track 165 at frame 11100 has roughly the same value as tracks 164 and 166
      • Track 228 at frame 14967 has roughly the same value as tracks 227 and 229
  • 1 Bone 33 - "R_tmb_01_bind_jnt"
    • 1 Rotation
      • Track 97 at frame 17500 has roughly the same value as tracks 96 and 98
  • 1 Bone 41 - "R_mid_finger_03_bind_jnt"
    • 1 Rotation
      • Track 99 at frame 16167 has roughly the same value as tracks 98 and 100
  • 1 Bone 50 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 370 at frame 84268 has roughly the same value as tracks 369 and 371
  • 1 Bone 53 - "R_leg_01_bind_jnt"
    • 1 Rotation
      • Track 440 at frame 94168 has roughly the same value as tracks 439 and 441
  • 1 Bone 117 - "L_lip_corner_bind_jnt"
    • 1 Translation
      • Track 148 at frame 7500 has roughly the same value as tracks 147 and 149
  • 1 Bone 123 - "R_lip_corner_bind_jnt"
    • 1 Translation
      • Track 148 at frame 7500 has roughly the same value as tracks 147 and 149
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