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04-23-22 02:28:25 PM
Jul - The Cutting Room Floor - Zelda OoT "Woman with Lip Eyes" just rendering error New poll - New thread - New reply
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xdaniel
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Posted on 01-29-13 04:58:19 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Let me guess, the screenshot on the wiki has been taken with Utility of Time, which is known for inaccurate texturing. Well, maybe not "known for" because otherwise people would use alternatives, but it does have problems with correctly applying textures to actor models.

Here's what I believe is a more accurate rendering:



The solid red surfaces would normally be textured, but the textures would be coming from a RAM segment that's setup elsewhere in-game, which the program doesn't support. This is the case with 98% of the eyes on actor models because they're animated.

And for the record, about the whole inaccurate textures thing, here's a (ca. two years old) comparison picture between this program on the left, and UoT R10 - the AFAIK latest version, which renders the woman just like the screenshot on the wiki - on the right: http://i.imgur.com/K2WBF.png

Also, neither viewer properly supports connections between limbs as can be seen in the Sheik comparison, so that's not a problem or feature of the woman's model, either.


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Cuber456

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Posted on 01-29-13 06:11:52 PM Link | Quote
Originally posted by xdaniel
Let me guess, the screenshot on the wiki has been taken with Utility of Time, which is known for inaccurate texturing. Well, maybe not "known for" because otherwise people would use alternatives, but it does have problems with correctly applying textures to actor models.

Here's what I believe is a more accurate rendering:



The solid red surfaces would normally be textured, but the textures would be coming from a RAM segment that's setup elsewhere in-game, which the program doesn't support. This is the case with 98% of the eyes on actor models because they're animated.

And for the record, about the whole inaccurate textures thing, here's a (ca. two years old) comparison picture between this program on the left, and UoT R10 - the AFAIK latest version, which renders the woman just like the screenshot on the wiki - on the right: http://i.imgur.com/K2WBF.png

Also, neither viewer properly supports connections between limbs as can be seen in the Sheik comparison, so that's not a problem or feature of the woman's model, either.

This is one of the few cases where it is actually a bit of a relief that no program (so far) can accurately texture models from OoT. The lips where the eyes were on her model was just freaky. This does bring up a question though. Why can't these programs texture the models properly? I mean, for comparison, look at bmdview2. That program, by itself, seems to be able to render models and their textures perfectly (dare I say). I would have thought that the model formats for OoT would have been figured out long before BMD/BDL models were figured out but if the programs are rendering models incorrectly like this then I guess that isn't quite true.

Actually, speaking of the "Woman with Lip Eyes", has anyone tried getting her model to load in game? I mean, if you want a proper image of what she looks like, wouldn't this be the best route to take?

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Posted on 01-30-13 02:15:05 AM (last edited by Aeonic Butterfly at 01-30-13 02:51:19 AM) Link | Quote
I think part of the issue is that Woman with Lip Eyes, which sounds like an awesome name for a band, doesn't have any animations of her own. I wouldn't know too much about replacing actors in OoT (mostly, I used to do researching in the picture and Gameshark side of OoT and left people who could read the more complex program to their own things.)

I'm checking UoT now, though, on the animations thing. Could be wrong. It's been a few years since ZC.

If I had to take a guess on why the limbs can't be rendered properly? Because Nintendo was highly secretive about how their darned system works, so a lot of it is some good guesswork. Sure, it had customizable microcode, to my understanding, but only they knew how it worked!

ETA: Animations probably don't matter and I have no idea what I'm talking about. Carry on

Off topic: But I do love how you can tell what object has been developed in OoT at what time, by the amount of animations and how they are handled. To my knowledge, the oldest NPCs use the same skeleton/bone count (26) and have the smallest pool of animations. Most of the final NPCs used their own individual animation sets, though there are exceptions (NPCs in Hyrule Market and Anju are configured similarly to the older NPCs, but seem to pull them from OS_Anime and not oE_Anime. That's my observation, though.)

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Posted on 01-30-13 02:43:59 AM Link | Quote
So, if the mouth-on-eyes thing was just because her eyes are likely animated like a number of characters... what makes this model different from the regular Kakariko housewife model?

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Posted on 01-30-13 02:56:08 AM (last edited by Aeonic Butterfly at 01-30-13 03:27:51 AM) Link | Quote
Originally posted by Peardian
So, if the mouth-on-eyes thing was just because her eyes are likely animated like a number of characters... what makes this model different from the regular Kakariko housewife model?


Unless I'm missing it somewhere, I think she is the final NPC. She uses OS Anime, and I can't find another model looking like her in the debug ROM, and another NPC from Hyrule Market uses object_aob, so it could be naming coincidence.

http://zeldawiki.org/File:OoT_GenerousWoman2.png

Presume that's the villager, yes? I think we've made a mistake.

Also, all renderings through UoT will produce nightmares. I've just gotten used to it after a while. I'm pretty sure that the group of women in the market have no faces, except a very lores one. Whee! Makes em look like an Animal Crossing styled Redead...

Also, I presume that's ZSaten you're using, xdaniel?

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Posted on 01-30-13 03:51:00 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


It's ~6:50 am here, so I'll try to make this reply quick:

Cuber456: At least in OoT and MM, there's no model data as such, just raw "display lists" that are fed into the N64's graphics chip. The missing facial textures come from the fact that, like much of the scene/room/actor data, they're accessed through "RAM segments". That way, instead of having to use absolute memory addresses like ex. 0x8011B9E3 (hur hur), data can be loaded from ex. address 0x00 in segment 0x02. RAM segments are, on one hand, the reason why facial textures aren't working - the segments are set up at runtime by the game and not specified inside object or scene files - but on the other hand also the reason why we can even make viewers/editors that "easily" - we know scenes are always in segment 0x02, rooms in 0x03, normal objects in 0x06, etc.

Aeonic Butterfly: I'm actually trying to figure out how limb connections work right now (the reason I'm still up at this time of the night... or morning), and am making some good progress - the cow looks perfectly fine, with its neck and mouth and all, while everything else is still an unsightly mess. It's again got to do with RAM segments, where the matrix data for translating/rotating certain connecting vertices is stored in segment 0x0D by the game at runtime. I'm working out how to manually assemble that data for a given animation frame and store it in the proper segment, so that the Ucode interpreter part of the viewer can read and use it correctly.

And yep, that's ZSaten, http://code.google.com/p/ozmav/downloads/list in case someone wants it. It's not been updated in ages and somewhat cumbersome to use maybe, but it works.

Hope all that made sense and nothing's wrong...


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omega59
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Posted on 02-27-13 03:28:53 AM Link | Quote
Right now I'm wondering how you'd convert a model from OoT to a Source Engine game such as Gmod. Wouldn't it have the same issue, or are the models edited when put into Gmod? Perhaps there's something to learn from Source Engine in order to make this work properly?
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Posted on 02-27-13 03:44:23 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by omega59
Right now I'm wondering how you'd convert a model from OoT to a Source Engine game such as Gmod. Wouldn't it have the same issue, or are the models edited when put into Gmod? Perhaps there's something to learn from Source Engine in order to make this work properly?

As I don't think Source is compatible with raw N64 F3DEX2 display lists or other, Zelda-specific data (I mean, realistically, why should it?), any conversion to a model format Source understands depends on the accuracy and completeness of the converter. As far as I know - but I could be wrong - no converter exists that takes animated actors from OoT/MM, and converts them into a common format, like whatever Source supports, complete with hierarchy and animations. There are converters that export ex. static level maps (so Hyrule Field & co.) to Wavefront .obj files, but nothing else. Plus, any actor viewer that would have an export function would likely exhibit ex. the missing facial textures and the missing connections between limbs.

That said, I did make quite a bit of headway into figuring at least the limb connections out: http://z64.spinout182.com/index.php/topic,432.0.html - although the program I posted there is just a proof of concept, and the knowledge gained from it will be used in a different, more complete editor I'm working on, to (hopefully, eventually) replace my own OZMAV2, SayakaGL and ZSaten, and cooliscool's UoT. I've also learned a bit more about the facial textures, but correctly fetching and rendering them is ATM still beyond my/my code's abilities.


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omega59
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Posted on 02-27-13 04:13:45 AM (last edited by omega59 at 02-27-13 04:15:06 AM) Link | Quote
I've got a Majora's Mask Young Link Model in Gmod, I'm pretty sure it could be animated with Majora's Mask's animations. Also, good progress. I find Utility of Time rather annoying to work with, and very creepy. I'm glad somebody's actually trying to make a decent model viewer for OoT and MM these days.
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Posted on 02-27-13 04:38:00 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by omega59
I've got a Majora's Mask Young Link Model in Gmod, I'm pretty sure it could be animated with Majora's Mask's animations. Also, good progress. I find Utility of Time rather annoying to work with, and very creepy. I'm glad somebody's actually trying to make a decent model viewer for OoT and MM these days.

I'd guess that model has been ripped using some DirectX or OpenGL scene dumper thingy (whatever they're called) and an emulator, so it's... well, maybe not useless, but "retrofitting" it with the animations dumped from the actual game might be a bit difficult. Those scene rippers basically take 3D screenshots, so they don't use the game's data but what's rendered to the screen - it's like photographing a painting, then trying to judge what kind of paint the artist used from a prinout. Or something like that. I'm not that great at metaphors.

The best way to get a correctly animated actor model from the game(s) is writing a model viewer that interprets the N64-side data - Zelda's hierarchy and animation formats, the N64's F3DEX2-type graphics display lists - and then converts that to some other format that's usable by modelling programs, game engines and the like. As I mentioned a few posts back there's no "model data" as such in the games. Neither are display lists and hierarchy and animations related, in the way that you'd think of a model format on PC, that contains vertices, polygon definitions, skeletal hierarchy, animation frames, etc. in one package.

Ugh, I hope that makes some sense and I didn't forget anything... it's like 7:40 am over here. Something's wrong with my sleep recently, not sure what -.-


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Posted on 02-27-13 06:43:28 PM Link | Quote
The limb segments look awesome now. Really good work on your part. =3
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Posted on 02-27-13 07:57:54 PM Link | Quote
Perhaps all of the data doesn't need to be interpreted through N64 interpretation, but some type of alternative data. They had to have created it somehow without the models being glitched.
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Posted on 02-27-13 08:23:17 PM (last edited by xdaniel at 02-27-13 08:24:10 PM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by omega59
Perhaps all of the data doesn't need to be interpreted through N64 interpretation, but some type of alternative data. They had to have created it somehow without the models being glitched.

Of course they created all the models on a computer, in a different format, but all there is for us to find now is the game-specific and system-specific data in the ROM, with especially the latter (said display lists) being very "down to the metal", far closer to hardware than any sane model format on PCs.

There's no command like "smoothly connect limbs #5 and #6" or even "render 10 triangles using the following vertices: [...]". Instead, there's one command to load up to (in Zelda's case) 32 vertices into the cache, there's one command that can draw one triangle from three of the cached vertices, one command that can draw two triangles from those vertices, there's one command to perform matrix loading and/or pushing it onto the stack, there's one for popping the matrix stack, etc. Need to render a polygon using a vertex that's not currently in the cache? Overwrite one of the cached ones with the one you need!

This raw data has to be interpreted to get models exported properly, especially if you want animations and all that, too. There is no way around it. If you want a Link model without doing all that - or using a program that someone might someday write to dump the models with animations, etc. - you'll have to model and animate one by hand.


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omega59
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Posted on 02-28-13 12:02:32 AM Link | Quote
So, they can only be read with proper, and specific interpretation of the bones.
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Jul - The Cutting Room Floor - Zelda OoT "Woman with Lip Eyes" just rendering error New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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line 246 column 162 - Warning: <img> lacks "alt" attribute
line 257 column 15 - Warning: <img> lacks "alt" attribute
line 261 column 92 - Warning: <font> attribute "color" had invalid value "F185C9" and has been replaced
line 270 column 919 - Warning: <img> proprietary attribute value "absmiddle"
line 270 column 919 - Warning: <img> lacks "alt" attribute
line 272 column 1602 - Warning: <img> lacks "alt" attribute
line 279 column 17 - Warning: <img> lacks "alt" attribute
line 280 column 23 - Warning: <img> lacks "alt" attribute
line 280 column 64 - Warning: <img> lacks "alt" attribute
line 280 column 112 - Warning: <img> lacks "alt" attribute
line 280 column 162 - Warning: <img> lacks "alt" attribute
line 281 column 11 - Warning: <img> lacks "alt" attribute
line 291 column 15 - Warning: <img> lacks "alt" attribute
line 298 column 437 - Warning: <img> lacks "alt" attribute
line 301 column 1141 - Warning: <img> lacks "alt" attribute
line 310 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 310 column 15 - Warning: <img> lacks "alt" attribute
line 310 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 310 column 58 - Warning: <img> lacks "alt" attribute
line 310 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 310 column 101 - Warning: <img> lacks "alt" attribute
line 310 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 310 column 144 - Warning: <img> lacks "alt" attribute
line 311 column 22 - Warning: <img> lacks "alt" attribute
line 311 column 63 - Warning: <img> lacks "alt" attribute
line 311 column 112 - Warning: <img> lacks "alt" attribute
line 311 column 162 - Warning: <img> lacks "alt" attribute
line 322 column 15 - Warning: <img> lacks "alt" attribute
line 326 column 92 - Warning: <font> attribute "color" had invalid value "F185C9" and has been replaced
line 339 column 1049 - Warning: <img> proprietary attribute value "absmiddle"
line 339 column 1049 - Warning: <img> lacks "alt" attribute
line 339 column 1205 - Warning: <img> lacks "alt" attribute
line 346 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 15 - Warning: <img> lacks "alt" attribute
line 346 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 58 - Warning: <img> lacks "alt" attribute
line 346 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 101 - Warning: <img> lacks "alt" attribute
line 346 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 144 - Warning: <img> lacks "alt" attribute
line 346 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 187 - Warning: <img> lacks "alt" attribute
line 346 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 230 - Warning: <img> lacks "alt" attribute
line 346 column 273 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 273 - Warning: <img> lacks "alt" attribute
line 346 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 316 - Warning: <img> lacks "alt" attribute
line 346 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 359 - Warning: <img> lacks "alt" attribute
line 346 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 402 - Warning: <img> lacks "alt" attribute
line 347 column 22 - Warning: <img> lacks "alt" attribute
line 347 column 63 - Warning: <img> lacks "alt" attribute
line 347 column 112 - Warning: <img> lacks "alt" attribute
line 347 column 162 - Warning: <img> lacks "alt" attribute
line 348 column 11 - Warning: <img> lacks "alt" attribute
line 358 column 15 - Warning: <img> lacks "alt" attribute
line 366 column 312 - Warning: <div> anchor "divxdn" already defined
line 379 column 2459 - Warning: <div> anchor "divxdn" already defined
line 380 column 2623 - Warning: <img> lacks "alt" attribute
line 380 column 2758 - Warning: <img> lacks "alt" attribute
line 381 column 2840 - Warning: <img> lacks "alt" attribute
line 391 column 22 - Warning: <img> lacks "alt" attribute
line 391 column 63 - Warning: <img> lacks "alt" attribute
line 391 column 112 - Warning: <img> lacks "alt" attribute
line 391 column 162 - Warning: <img> lacks "alt" attribute
line 402 column 15 - Warning: <img> lacks "alt" attribute
line 416 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 15 - Warning: <img> lacks "alt" attribute
line 416 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 58 - Warning: <img> lacks "alt" attribute
line 416 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 101 - Warning: <img> lacks "alt" attribute
line 416 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 144 - Warning: <img> lacks "alt" attribute
line 416 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 187 - Warning: <img> lacks "alt" attribute
line 416 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 230 - Warning: <img> lacks "alt" attribute
line 416 column 273 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 273 - Warning: <img> lacks "alt" attribute
line 416 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 316 - Warning: <img> lacks "alt" attribute
line 416 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 359 - Warning: <img> lacks "alt" attribute
line 416 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 416 column 402 - Warning: <img> lacks "alt" attribute
line 417 column 22 - Warning: <img> lacks "alt" attribute
line 417 column 63 - Warning: <img> lacks "alt" attribute
line 417 column 112 - Warning: <img> lacks "alt" attribute
line 417 column 162 - Warning: <img> lacks "alt" attribute
line 418 column 11 - Warning: <img> lacks "alt" attribute
line 428 column 15 - Warning: <img> lacks "alt" attribute
line 436 column 312 - Warning: <div> anchor "divxdn" already defined
line 444 column 2373 - Warning: <div> anchor "divxdn" already defined
line 445 column 2537 - Warning: <img> lacks "alt" attribute
line 445 column 2672 - Warning: <img> lacks "alt" attribute
line 446 column 2754 - Warning: <img> lacks "alt" attribute
line 456 column 22 - Warning: <img> lacks "alt" attribute
line 456 column 63 - Warning: <img> lacks "alt" attribute
line 456 column 112 - Warning: <img> lacks "alt" attribute
line 456 column 162 - Warning: <img> lacks "alt" attribute
line 467 column 15 - Warning: <img> lacks "alt" attribute
line 471 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 481 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 15 - Warning: <img> lacks "alt" attribute
line 481 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 58 - Warning: <img> lacks "alt" attribute
line 481 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 101 - Warning: <img> lacks "alt" attribute
line 481 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 144 - Warning: <img> lacks "alt" attribute
line 481 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 187 - Warning: <img> lacks "alt" attribute
line 481 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 230 - Warning: <img> lacks "alt" attribute
line 481 column 273 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 273 - Warning: <img> lacks "alt" attribute
line 481 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 316 - Warning: <img> lacks "alt" attribute
line 481 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 359 - Warning: <img> lacks "alt" attribute
line 481 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 481 column 402 - Warning: <img> lacks "alt" attribute
line 482 column 22 - Warning: <img> lacks "alt" attribute
line 482 column 63 - Warning: <img> lacks "alt" attribute
line 482 column 112 - Warning: <img> lacks "alt" attribute
line 482 column 162 - Warning: <img> lacks "alt" attribute
line 483 column 11 - Warning: <img> lacks "alt" attribute
line 493 column 15 - Warning: <img> lacks "alt" attribute
line 501 column 312 - Warning: <div> anchor "divxdn" already defined
line 511 column 2393 - Warning: <div> anchor "divxdn" already defined
line 512 column 2557 - Warning: <img> lacks "alt" attribute
line 512 column 2692 - Warning: <img> lacks "alt" attribute
line 513 column 2774 - Warning: <img> lacks "alt" attribute
line 522 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 522 column 15 - Warning: <img> lacks "alt" attribute
line 522 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 522 column 58 - Warning: <img> lacks "alt" attribute
line 522 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 522 column 101 - Warning: <img> lacks "alt" attribute
line 522 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 522 column 144 - Warning: <img> lacks "alt" attribute
line 523 column 22 - Warning: <img> lacks "alt" attribute
line 523 column 63 - Warning: <img> lacks "alt" attribute
line 523 column 112 - Warning: <img> lacks "alt" attribute
line 523 column 162 - Warning: <img> lacks "alt" attribute
line 534 column 15 - Warning: <img> lacks "alt" attribute
line 549 column 22 - Warning: <img> lacks "alt" attribute
line 549 column 63 - Warning: <img> lacks "alt" attribute
line 549 column 112 - Warning: <img> lacks "alt" attribute
line 549 column 162 - Warning: <img> lacks "alt" attribute
line 560 column 15 - Warning: <img> lacks "alt" attribute
line 574 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 15 - Warning: <img> lacks "alt" attribute
line 574 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 58 - Warning: <img> lacks "alt" attribute
line 574 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 101 - Warning: <img> lacks "alt" attribute
line 574 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 144 - Warning: <img> lacks "alt" attribute
line 574 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 187 - Warning: <img> lacks "alt" attribute
line 574 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 230 - Warning: <img> lacks "alt" attribute
line 574 column 273 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 273 - Warning: <img> lacks "alt" attribute
line 574 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 316 - Warning: <img> lacks "alt" attribute
line 574 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 359 - Warning: <img> lacks "alt" attribute
line 574 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 574 column 402 - Warning: <img> lacks "alt" attribute
line 575 column 22 - Warning: <img> lacks "alt" attribute
line 575 column 63 - Warning: <img> lacks "alt" attribute
line 575 column 112 - Warning: <img> lacks "alt" attribute
line 575 column 162 - Warning: <img> lacks "alt" attribute
line 576 column 11 - Warning: <img> lacks "alt" attribute
line 586 column 15 - Warning: <img> lacks "alt" attribute
line 590 column 91 - Warning: <font> attribute "color" had invalid value "32126d" and has been replaced
line 594 column 312 - Warning: <div> anchor "divxdn" already defined
line 604 column 2226 - Warning: <div> anchor "divxdn" already defined
line 605 column 2390 - Warning: <img> lacks "alt" attribute
line 605 column 2525 - Warning: <img> lacks "alt" attribute
line 606 column 2607 - Warning: <img> lacks "alt" attribute
line 616 column 22 - Warning: <img> lacks "alt" attribute
line 616 column 63 - Warning: <img> lacks "alt" attribute
line 616 column 112 - Warning: <img> lacks "alt" attribute
line 616 column 162 - Warning: <img> lacks "alt" attribute
line 627 column 15 - Warning: <img> lacks "alt" attribute
line 643 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 643 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 643 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 25 - Warning: <img> lacks "alt" attribute
line 657 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 298 column 363 - Warning: trimming empty <font>
line 637 column 17 - Warning: trimming empty <tr>
line 640 column 50 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 223 column 27 - Warning: <nobr> is not approved by W3C
line 262 column 27 - Warning: <nobr> is not approved by W3C
line 296 column 27 - Warning: <nobr> is not approved by W3C
line 300 column 796 - Warning: <td> proprietary attribute "background"
line 327 column 27 - Warning: <nobr> is not approved by W3C
line 363 column 27 - Warning: <nobr> is not approved by W3C
line 407 column 27 - Warning: <nobr> is not approved by W3C
line 433 column 27 - Warning: <nobr> is not approved by W3C
line 472 column 27 - Warning: <nobr> is not approved by W3C
line 498 column 27 - Warning: <nobr> is not approved by W3C
line 539 column 27 - Warning: <nobr> is not approved by W3C
line 565 column 27 - Warning: <nobr> is not approved by W3C
line 591 column 27 - Warning: <nobr> is not approved by W3C
line 632 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 382 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md