• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

How to import Abyss Ghost

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Abyss Ghost of the bundle Abyss Ghost. Please note that all the screenshots in this tutorial were made using a Mac, however it should be no problem to interpret what is equivalent on a Windows or Linux machine.

Extract and Access

I am assuming that you have already downloaded the file Abyss Ghost.zip and know where it is located on your hard drive. The file is compressed as a zip archive. Most modern operating systems allow you to unzip the archive by double clicking it and dragging the contents out to the desktop (or any other place).

When you have extracted the archive, it should look like this:

Abyss Ghost
Abyss Ghost.mdx
Shade.blp
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Voidwalker.blp

Open World Editor and click Module -> Import Manager:

This is the Import Manager. From here you can add and remove custom files from your map file:

Importing Abyss Ghost.mdx

Now Click the "Import File" Button:

Next select 'Abyss Ghost.mdx' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx

Done, you have imported the file Abyss Ghost.mdx.

Importing Clouds8x8.blp

Now Click the "Import File" Button:

Next select 'Clouds8x8.blp' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

As you see, the field "Full Path" starts with something like "war3mapimported/". But most models do not look for their assets in that directory. The assets need to be in a specific location in order for the model to find them. Therefore, you will have to change the "Full Path" to what the model looks for. You can find the required paths in the readme.txt and also on this page.

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
war3mapimported/Clouds8x8.blp

Double-click the file Clouds8x8.blp:

Clouds8x8.blp
Image / Texture
120
war3mapimported/Clouds8x8.blp

Tick the box "Use Custom Path" and type in the correct path:

Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp

Done, you have imported the file Clouds8x8.blp.

Importing Purple_Glow.blp

Now Click the "Import File" Button:

Next select 'Purple_Glow.blp' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

As you see, the field "Full Path" starts with something like "war3mapimported/". But most models do not look for their assets in that directory. The assets need to be in a specific location in order for the model to find them. Therefore, you will have to change the "Full Path" to what the model looks for. You can find the required paths in the readme.txt and also on this page.

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
war3mapimported/Purple_Glow.blp

Double-click the file Purple_Glow.blp:

Purple_Glow.blp
Image / Texture
2
war3mapimported/Purple_Glow.blp

Tick the box "Use Custom Path" and type in the correct path:

Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp

Done, you have imported the file Purple_Glow.blp.

Importing Yellow_Glow3.blp

Now Click the "Import File" Button:

Next select 'Yellow_Glow3.blp' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

As you see, the field "Full Path" starts with something like "war3mapimported/". But most models do not look for their assets in that directory. The assets need to be in a specific location in order for the model to find them. Therefore, you will have to change the "Full Path" to what the model looks for. You can find the required paths in the readme.txt and also on this page.

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
war3mapimported/Yellow_Glow3.blp

Double-click the file Yellow_Glow3.blp:

Yellow_Glow3.blp
Image / Texture
2
war3mapimported/Yellow_Glow3.blp

Tick the box "Use Custom Path" and type in the correct path:

Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp

Done, you have imported the file Yellow_Glow3.blp.

Importing Shade.blp

Now Click the "Import File" Button:

Next select 'Shade.blp' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

As you see, the field "Full Path" starts with something like "war3mapimported/". But most models do not look for their assets in that directory. The assets need to be in a specific location in order for the model to find them. Therefore, you will have to change the "Full Path" to what the model looks for. You can find the required paths in the readme.txt and also on this page.

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp
Shade.blp
Image / Texture
19
war3mapimported/Shade.blp

Double-click the file Shade.blp:

Shade.blp
Image / Texture
19
war3mapimported/Shade.blp

Tick the box "Use Custom Path" and type in the correct path:

Shade.blp
Image / Texture
19
units/Creeps/VoidWalker/Shade.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp
Shade.blp
Image / Texture
19
units/Creeps/VoidWalker/Shade.blp

Done, you have imported the file Shade.blp.

Importing Voidwalker.blp

Now Click the "Import File" Button:

Next select 'Voidwalker.blp' in the folder which you extracted from the zip archive:

Abyss Ghost
Abyss Ghost.mdx
Clouds8x8.blp
Purple_Glow.blp
Yellow_Glow3.blp
Shade.blp
Voidwalker.blp

As you see, the field "Full Path" starts with something like "war3mapimported/". But most models do not look for their assets in that directory. The assets need to be in a specific location in order for the model to find them. Therefore, you will have to change the "Full Path" to what the model looks for. You can find the required paths in the readme.txt and also on this page.

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp
Shade.blp
Image / Texture
19
units/Creeps/VoidWalker/Shade.blp
Voidwalker.blp
Image / Texture
21
war3mapimported/Voidwalker.blp

Double-click the file Voidwalker.blp:

Voidwalker.blp
Image / Texture
21
war3mapimported/Voidwalker.blp

Tick the box "Use Custom Path" and type in the correct path:

Voidwalker.blp
Image / Texture
21
units/Creeps/VoidWalker/Voidwalker.blp

The file has been properly added to the map archive:

Abyss Ghost.mdx
Model
52
war3mapimported/Abyss Ghost.mdx
Clouds8x8.blp
Image / Texture
120
Textures/Clouds8x8.blp
Purple_Glow.blp
Image / Texture
2
Textures/Purple_Glow.blp
Yellow_Glow3.blp
Image / Texture
2
Textures/Yellow_Glow3.blp
Shade.blp
Image / Texture
19
units/Creeps/VoidWalker/Shade.blp
Voidwalker.blp
Image / Texture
21
units/Creeps/VoidWalker/Voidwalker.blp

Done, you have imported the file Voidwalker.blp.

You're done

You have now imported your model. Don't be afraid when you place the object and it appears to be a purple cube. Just close the map, re-open it and it will look fine in the World Editor.

If you did exactly as this guide told you and it did not work properly. Please make a thread in the Modeling & Animation Forum containing the following:

  • Link to the model and the tutorial
  • Precise description of what does not work
  • The map you tried to import it to (with the model imported)
And we will do what we can to help you.
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