• 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 Apocalisk

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Apocalisk of the bundle Apocalisk. 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 Apocalisk (Starcraft 2).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:

Apocalisk
Apocalisk_Stukov_Coop.mdx
ultraliskex1a_diff.blp
zergstukovinfested_diff.blp
ultraliskex1a_emis_orange.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
BloodH.blp
BloodI.blp
smokeAI.blp
BloodG.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 Apocalisk_Stukov_Coop.mdx

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx

Done, you have imported the file Apocalisk_Stukov_Coop.mdx.

Importing BloodG.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
war3mapimported/BloodG.blp

Double-click the file BloodG.blp:

BloodG.blp
Image / Texture
179
war3mapimported/BloodG.blp

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

BloodG.blp
Image / Texture
179
BloodG.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp

Done, you have imported the file BloodG.blp.

Importing BloodH.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
war3mapimported/BloodH.blp

Double-click the file BloodH.blp:

BloodH.blp
Image / Texture
171
war3mapimported/BloodH.blp

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

BloodH.blp
Image / Texture
171
BloodH.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp

Done, you have imported the file BloodH.blp.

Importing BloodI.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
war3mapimported/BloodI.blp

Double-click the file BloodI.blp:

BloodI.blp
Image / Texture
157
war3mapimported/BloodI.blp

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

BloodI.blp
Image / Texture
157
BloodI.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp

Done, you have imported the file BloodI.blp.

Importing smokeAI.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
war3mapimported/smokeAI.blp

Double-click the file smokeAI.blp:

smokeAI.blp
Image / Texture
44
war3mapimported/smokeAI.blp

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

smokeAI.blp
Image / Texture
44
smokeAI.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp

Done, you have imported the file smokeAI.blp.

Importing thor_stukov_diffuse.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
war3mapimported/thor_stukov_diffuse.blp

Double-click the file thor_stukov_diffuse.blp:

thor_stukov_diffuse.blp
Image / Texture
793
war3mapimported/thor_stukov_diffuse.blp

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

thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp

Done, you have imported the file thor_stukov_diffuse.blp.

Importing thor_stukov_emissive.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
war3mapimported/thor_stukov_emissive.blp

Double-click the file thor_stukov_emissive.blp:

thor_stukov_emissive.blp
Image / Texture
75
war3mapimported/thor_stukov_emissive.blp

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

thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp

Done, you have imported the file thor_stukov_emissive.blp.

Importing ultraliskex1a_diff.blp

Now Click the "Import File" Button:

Next select 'ultraliskex1a_diff.blp' in the folder which you extracted from the zip archive:

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
war3mapimported/ultraliskex1a_diff.blp

Double-click the file ultraliskex1a_diff.blp:

ultraliskex1a_diff.blp
Image / Texture
609
war3mapimported/ultraliskex1a_diff.blp

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

ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp

Done, you have imported the file ultraliskex1a_diff.blp.

Importing ultraliskex1a_emis_orange.blp

Now Click the "Import File" Button:

Next select 'ultraliskex1a_emis_orange.blp' in the folder which you extracted from the zip archive:

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
Image / Texture
99
war3mapimported/ultraliskex1a_emis_orange.blp

Double-click the file ultraliskex1a_emis_orange.blp:

ultraliskex1a_emis_orange.blp
Image / Texture
99
war3mapimported/ultraliskex1a_emis_orange.blp

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

ultraliskex1a_emis_orange.blp
Image / Texture
99
ultraliskex1a_emis_orange.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
Image / Texture
99
ultraliskex1a_emis_orange.blp

Done, you have imported the file ultraliskex1a_emis_orange.blp.

Importing zergstukovinfested_diff.blp

Now Click the "Import File" Button:

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

Apocalisk
Apocalisk_Stukov_Coop.mdx
BloodG.blp
BloodH.blp
BloodI.blp
smokeAI.blp
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.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.

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
Image / Texture
99
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.blp
Image / Texture
535
war3mapimported/zergstukovinfested_diff.blp

Double-click the file zergstukovinfested_diff.blp:

zergstukovinfested_diff.blp
Image / Texture
535
war3mapimported/zergstukovinfested_diff.blp

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

zergstukovinfested_diff.blp
Image / Texture
535
zergstukovinfested_diff.blp

The file has been properly added to the map archive:

Apocalisk_Stukov_Coop.mdx
Model
946
war3mapimported/Apocalisk_Stukov_Coop.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
thor_stukov_diffuse.blp
Image / Texture
793
thor_stukov_diffuse.blp
thor_stukov_emissive.blp
Image / Texture
75
thor_stukov_emissive.blp
ultraliskex1a_diff.blp
Image / Texture
609
ultraliskex1a_diff.blp
ultraliskex1a_emis_orange.blp
Image / Texture
99
ultraliskex1a_emis_orange.blp
zergstukovinfested_diff.blp
Image / Texture
535
zergstukovinfested_diff.blp

Done, you have imported the file zergstukovinfested_diff.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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