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I have organized files including imports on the file system. You can use those path tree as an indicator or drop additional information in the specific directory. Wc3 expects to have some resources on fixed paths, which makes it kinda mandatory then. Everything is pulled in via compiler. That's fairly easy to do using postproc and libs for example. You do not even necessarily have to adjust the .imp file if you do not need to have it shown up in import manager and repeat the process every save.
 

Dr Super Good

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In theory any old MPQ editor should work, such as MPQEdit. The problem is it seems WorldEdit somewhere stores a list of all imports, which the MPQ editor will not modify. As such when you open the map in World Edit after importing with MPQ Editor it will load all the imports, but fail to show them in the import manager and fail to retain them when saving.

If one could find the file which retains the import list, or how the import list is generated, then one could create a hybrid MPQ editor which updates the import list so that imports appear in World Edit correctly.

If you are going third party editor then one might as well use a flat directory structure and archive it all only on build. This is what the StarCraft II editor does with its map components save format. Imports then can be managed effortlessly from the file system and do not even need any special handling or inclusion instructions.
 
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