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Model validation: Watcher Naisha Seperate Model

Watcher Naisha.mdx

0 errors 31 severe 17 warnings 100 unused
  • 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); 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 Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 22
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 23
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 24
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 25
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 26
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 27
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 28
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 29
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 30
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 31
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 32
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 33
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 34
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 35
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 36
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 37
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 38
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 39
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 40
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 41
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 42
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 Geoset 43
    • Alpha is 1.000 at end of "Decay Bone" (frame 125833); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 15 Model
    • Unknown version: 1200
    • Material chunk could not be parsed (unsupported version layout) — material/layer/HD checks skipped
    • Collision shape "B_KGS_MNTLeg" 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_MNTTorso" 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_MNTHead" 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_MNTTail" 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_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_Tail" 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 101 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 175 - "mount_bone_head"
    • There are no vertices attached to this bone
  • 1 Sequence 9 - "Cinematic Headnod One"
    • Sequence "Cinematic Headnod One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 10 - "Cinematic Headshake One"
    • Sequence "Cinematic Headshake One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 11 - "Cinematic Listening One"
    • Sequence "Cinematic Listening One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 12 - "Cinematic Standard One"
    • Sequence "Cinematic Standard One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 13 - "Cinematic Walk One"
    • Sequence "Cinematic Walk 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 157 at frame 134200 has roughly the same value as tracks 156 and 158
  • 1 Bone 2 - "bone_chest"
    • 1 Rotation
      • Track 184 at frame 134267 has roughly the same value as tracks 183 and 185
  • 1 Bone 4 - "hd_anim_bind_jnt"
    • 1 Rotation
      • Track 302 at frame 133933 has roughly the same value as tracks 301 and 303
  • 1 Bone 5 - "jaw_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 4 Bone 8 - "L_lwr_arm_bind_jnt"
    • 4 Rotation
      • Track 114 at frame 114467 has roughly the same value as tracks 113 and 115
      • Track 173 at frame 128567 has roughly the same value as tracks 172 and 174
      • Track 198 at frame 130433 has roughly the same value as tracks 197 and 199
      • Track 241 at frame 136867 has roughly the same value as tracks 240 and 242
  • 1 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 1 Rotation
      • Track 140 at frame 129433 has roughly the same value as tracks 139 and 141
  • 1 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 1 Rotation
      • Track 140 at frame 129433 has roughly the same value as tracks 139 and 141
  • 1 Bone 11 - "bone_hand_left"
    • 1 Rotation
      • Track 166 at frame 129433 has roughly the same value as tracks 165 and 167
  • 1 Bone 27 - "R_shoulder_bind_jnt"
    • 1 Rotation
      • Track 165 at frame 128000 has roughly the same value as tracks 164 and 166
  • 2 Bone 29 - "R_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 157 at frame 127500 has roughly the same value as tracks 156 and 158
      • Track 196 at frame 130000 has roughly the same value as tracks 195 and 197
  • 7 Bone 30 - "R_lwr_arm_twist_01_bind_jnt"
    • 7 Rotation
      • Track 7 at frame 1733 has roughly the same value as tracks 6 and 8
      • Track 19 at frame 2833 has roughly the same value as tracks 18 and 20
      • Track 89 at frame 5700 has roughly the same value as tracks 88 and 90
      • Track 130 at frame 127600 has roughly the same value as tracks 129 and 131
      • Track 171 at frame 136400 has roughly the same value as tracks 170 and 172
      • Track 188 at frame 138433 has roughly the same value as tracks 187 and 189
      • Track 203 at frame 140500 has roughly the same value as tracks 202 and 204
  • 7 Bone 31 - "R_lwr_arm_twist_02_bind_jnt"
    • 7 Rotation
      • Track 7 at frame 1733 has roughly the same value as tracks 6 and 8
      • Track 19 at frame 2833 has roughly the same value as tracks 18 and 20
      • Track 89 at frame 5700 has roughly the same value as tracks 88 and 90
      • Track 130 at frame 127600 has roughly the same value as tracks 129 and 131
      • Track 171 at frame 136400 has roughly the same value as tracks 170 and 172
      • Track 188 at frame 138433 has roughly the same value as tracks 187 and 189
      • Track 203 at frame 140500 has roughly the same value as tracks 202 and 204
  • 1 Bone 52 - "L_leg_04_bind_jnt"
    • 1 Rotation
      • Track 24 at frame 5000 has exactly the same value as tracks 23 and 25
  • 1 Bone 70 - "L_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 177 at frame 135633 has roughly the same value as tracks 176 and 178
  • 1 Bone 71 - "L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 177 at frame 135633 has roughly the same value as tracks 176 and 178
  • 1 Bone 72 - "R_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 177 at frame 135633 has roughly the same value as tracks 176 and 178
  • 1 Bone 73 - "R_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 177 at frame 135633 has roughly the same value as tracks 176 and 178
  • 1 Bone 91 - "tongue_01_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 93 - "lwr_teeth_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 94 - "L_lip_corner_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 95 - "L_lwr_lip_01_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 96 - "L_lwr_lip_02_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 97 - "M_lwr_lip_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 98 - "R_lwr_lip_02_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 99 - "R_lwr_lip_01_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 1 Bone 100 - "R_lip_corner_bind_jnt"
    • 1 Rotation
      • Track 63 at frame 79133 has roughly the same value as tracks 62 and 64
  • 3 Bone 104 - "ponytail_01_bind_jnt"
    • 3 Rotation
      • Track 141 at frame 127100 has roughly the same value as tracks 140 and 142
      • Track 214 at frame 133500 has roughly the same value as tracks 213 and 215
      • Track 227 at frame 134500 has roughly the same value as tracks 226 and 228
  • 3 Bone 105 - "ponytail_02_bind_jnt"
    • 3 Rotation
      • Track 246 at frame 135067 has roughly the same value as tracks 245 and 247
      • Track 253 at frame 135633 has roughly the same value as tracks 252 and 254
      • Track 269 at frame 136633 has roughly the same value as tracks 268 and 270
  • 1 Bone 106 - "ponytail_03_bind_jnt"
    • 1 Rotation
      • Track 285 at frame 136700 has roughly the same value as tracks 284 and 286
  • 1 Bone 110 - "R_hair_01_bind_jnt"
    • 1 Rotation
      • Track 21 at frame 1967 has roughly the same value as tracks 20 and 22
  • 1 Bone 112 - "mount_spine_02_bind_jnt"
    • 1 Rotation
      • Track 31 at frame 3400 has roughly the same value as tracks 30 and 32
  • 2 Bone 119 - "mount_L_lwr_arm_bind_jnt"
    • 2 Rotation
      • Track 172 at frame 132933 has roughly the same value as tracks 171 and 173
      • Track 201 at frame 138467 has roughly the same value as tracks 200 and 202
  • 1 Bone 121 - "mount_bone_hand_left"
    • 1 Rotation
      • Track 61 at frame 5267 has roughly the same value as tracks 60 and 62
  • 1 Bone 125 - "mount_R_hand_bind_jnt"
    • 1 Rotation
      • Track 227 at frame 139467 has roughly the same value as tracks 226 and 228
  • 1 Bone 126 - "mount_bone_hand_right"
    • 1 Rotation
      • Track 28 at frame 3300 has roughly the same value as tracks 27 and 29
  • 1 Bone 129 - "mount_L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 116 at frame 95433 has roughly the same value as tracks 115 and 117
  • 1 Bone 148 - "mount_L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 3 at frame 1167 has roughly the same value as tracks 2 and 4
  • 1 Bone 156 - "mount_L_whisker_bind_jnt"
    • 1 Rotation
      • Track 7 at frame 667 has roughly the same value as tracks 6 and 8
  • 1 Bone 157 - "mount_R_whisker_bind_jnt"
    • 1 Rotation
      • Track 9 at frame 667 has roughly the same value as tracks 8 and 10
  • 1 Bone 165 - "mount_tongue_01_bind_jnt"
    • 1 Translation
      • Track 371 at frame 132600 has roughly the same value as tracks 370 and 372
  • 2 Bone 178 - "weapon_bind_jnt"
    • 1 Rotation
      • Track 102 at frame 5167 has roughly the same value as tracks 101 and 103
    • 1 Scaling
      • Track 7 at frame 3567 has exactly the same value as tracks 6 and 8
  • 1 Attachment 6 - "SPNxNBHU"
    • 1 Rotation
      • Track 170 at frame 131800 has roughly the same value as tracks 169 and 171
  • 1 CollisionShape 4 - "B_KGS_Torso"
    • 1 Rotation
      • Track 227 at frame 135033 has roughly the same value as tracks 226 and 228
  • 1 CollisionShape 5 - "B_KGS_Head"
    • 1 Rotation
      • Track 263 at frame 136033 has roughly the same value as tracks 262 and 264
  • 1 CollisionShape 6 - "B_KGS_Arm_L"
    • 1 Rotation
      • Track 131 at frame 114733 has roughly the same value as tracks 130 and 132
  • unused Texture 0 - "watchernaisha_diffuse.dds"
  • unused Texture 1 - "NightElf_Naisha_Main_Normal.tif"
  • unused Texture 2 - "NightElf_Naisha_Main_ORM.tif"
  • unused Texture 3 - "NightElf_Naisha_Main_Emissive.tif"
  • unused Texture 4 - Team color
  • unused Texture 5 - "EnvironmentMap.blp"
  • unused Texture 6 - "NightElf_Naisha_Hair_Diffuse.tif"
  • unused Texture 7 - "NightElf_Naisha_Hair_Normal.tif"
  • unused Texture 8 - "ORM.blp"
  • unused Texture 9 - "Black32.blp"
  • unused Texture 10 - "NightElf_Naisha_Mount_Diffuse.tif"
  • unused Texture 11 - "NightElf_Naisha_Mount_Normal.tif"
  • unused Texture 12 - "NightElf_Naisha_Mount_ORM.tif"
  • unused Texture 13 - "NightElf_Naisha_Mount_Emissive.tif"
  • unused Texture 14 - "WatcherNaisha_mountarmor_Diffuse.dds"
  • unused Texture 15 - "NightElf_Naisha_MountArmor_Normal.tif"
  • unused Texture 16 - "NightElf_Naisha_MountArmor_ORM.tif"
  • unused Texture 17 - "NightElf_Naisha_MountArmor_Emissive.tif"
  • unused Texture 18 - "NightElf_Naisha_Weapon_Diffuse.tif"
  • unused Texture 19 - "NightElf_Naisha_Weapon_Normal.tif"
  • unused Texture 20 - "NightElf_Naisha_Weapon_ORM.tif"
  • unused Texture 21 - "NightElf_Naisha_Weapon_Emissive.tif"
  • unused Texture 22 - "NightElf_Female_Corpse_Diffuse.tif"
  • unused Texture 23 - "NightElf_Female_Corpse_Normal.tif"
  • unused Texture 24 - "NightElf_Female_Corpse_ORM.tif"
  • unused Texture 25 - "Wolf_Corpse_Diffuse.tif"
  • unused Texture 26 - "Wolf_Corpse_Normal.tif"
  • unused Texture 27 - "Wolf_Corpse_ORM.tif"
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