Model validation: Praetorian Guard

PraetorianGuard.mdx

0 errors 1 severe 23 warnings 4 unused
  • 1 17 Geoset 4
    • Alpha is 1.000 at end of "Decay Bone" (frame 100000); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
    • 1 Extent
      • Negative extents
  • 1 1 Model
    • No collision shapes — in-game selection may be unreliable for this unit; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
    • Both "Walk" and "Walk Fast" sequences exist — consider renaming Walk → "Cinematic Walk" and Walk Fast → "Walk" so the default in-game pace is correct.
  • 1 Sequence 15 - "Decay Bone"
    • 1 Extent
      • Negative extents
  • 1 Geoset 0
    • 1 Extent
      • Negative extents
  • 1 Geoset 1
    • 1 Extent
      • Negative extents
  • 1 Geoset 2
    • 1 Extent
      • Negative extents
  • 1 Geoset 3
    • 1 Extent
      • Negative extents
  • 1 Helper 0
    • 1 Rotation
      • Track 23 at frame 12680 has roughly the same value as tracks 22 and 24
  • 2 Helper 9
    • 2 Rotation
      • Track 39 at frame 16680 has exactly the same value as tracks 38 and 40
      • Track 40 at frame 16920 has exactly the same value as tracks 39 and 41
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