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How to import Blood Elf Warlock

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Blood Elf Warlock of the bundle Blood Elf Warlock. 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 Blood Elf Warlock.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:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Weapon_Emissive.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds

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 BEWarlock.mdx

Now Click the "Import File" Button:

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

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx

Done, you have imported the file BEWarlock.mdx.

Importing BEWarlock_Crystal_Diffuse.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Crystal_Diffuse.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
war3mapimported/BEWarlock_Crystal_Diffuse.dds

Double-click the file BEWarlock_Crystal_Diffuse.dds:

BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
war3mapimported/BEWarlock_Crystal_Diffuse.dds

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

BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif

Done, you have imported the file BEWarlock_Crystal_Diffuse.dds.

Importing BEWarlock_Crystal_Emissive.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Crystal_Emissive.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
war3mapimported/BEWarlock_Crystal_Emissive.dds

Double-click the file BEWarlock_Crystal_Emissive.dds:

BEWarlock_Crystal_Emissive.dds
Image / Texture
43
war3mapimported/BEWarlock_Crystal_Emissive.dds

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

BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif

Done, you have imported the file BEWarlock_Crystal_Emissive.dds.

Importing BEWarlock_Hair_Diffuse.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Hair_Diffuse.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
war3mapimported/BEWarlock_Hair_Diffuse.dds

Double-click the file BEWarlock_Hair_Diffuse.dds:

BEWarlock_Hair_Diffuse.dds
Image / Texture
683
war3mapimported/BEWarlock_Hair_Diffuse.dds

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

BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif

Done, you have imported the file BEWarlock_Hair_Diffuse.dds.

Importing BEWarlock_Main_Emissive.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Main_Emissive.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
war3mapimported/BEWarlock_Main_Emissive.dds

Double-click the file BEWarlock_Main_Emissive.dds:

BEWarlock_Main_Emissive.dds
Image / Texture
683
war3mapimported/BEWarlock_Main_Emissive.dds

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

BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif

Done, you have imported the file BEWarlock_Main_Emissive.dds.

Importing BEWarlock_MainV1_Diffuse.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_MainV1_Diffuse.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
war3mapimported/BEWarlock_MainV1_Diffuse.dds

Double-click the file BEWarlock_MainV1_Diffuse.dds:

BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
war3mapimported/BEWarlock_MainV1_Diffuse.dds

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

BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif

Done, you have imported the file BEWarlock_MainV1_Diffuse.dds.

Importing BEWarlock_Weapon_Diffuse.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Weapon_Diffuse.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif
BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
war3mapimported/BEWarlock_Weapon_Diffuse.dds

Double-click the file BEWarlock_Weapon_Diffuse.dds:

BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
war3mapimported/BEWarlock_Weapon_Diffuse.dds

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

BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
BEWarlock_Weapon_Diffuse.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif
BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
BEWarlock_Weapon_Diffuse.tif

Done, you have imported the file BEWarlock_Weapon_Diffuse.dds.

Importing BEWarlock_Weapon_Emissive.dds

Now Click the "Import File" Button:

Next select 'BEWarlock_Weapon_Emissive.dds' in the folder which you extracted from the zip archive:

Blood Elf Warlock
BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
BEWarlock_Crystal_Emissive.dds
BEWarlock_Hair_Diffuse.dds
BEWarlock_Main_Emissive.dds
BEWarlock_MainV1_Diffuse.dds
BEWarlock_Weapon_Diffuse.dds
BEWarlock_Weapon_Emissive.dds

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.

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif
BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
BEWarlock_Weapon_Diffuse.tif
BEWarlock_Weapon_Emissive.dds
Image / Texture
171
war3mapimported/BEWarlock_Weapon_Emissive.dds

Double-click the file BEWarlock_Weapon_Emissive.dds:

BEWarlock_Weapon_Emissive.dds
Image / Texture
171
war3mapimported/BEWarlock_Weapon_Emissive.dds

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

BEWarlock_Weapon_Emissive.dds
Image / Texture
171
BEWarlock_Weapon_Emissive.tif

The file has been properly added to the map archive:

BEWarlock.mdx
Model
2,638
war3mapimported/BEWarlock.mdx
BEWarlock_Crystal_Diffuse.dds
Image / Texture
43
BEWarlock_Crystal_Diffuse.tif
BEWarlock_Crystal_Emissive.dds
Image / Texture
43
BEWarlock_Crystal_Emissive.tif
BEWarlock_Hair_Diffuse.dds
Image / Texture
683
BEWarlock_Hair_Diffuse.tif
BEWarlock_Main_Emissive.dds
Image / Texture
683
BEWarlock_Main_Emissive.tif
BEWarlock_MainV1_Diffuse.dds
Image / Texture
683
BEWarlock_MainV1_Diffuse.tif
BEWarlock_Weapon_Diffuse.dds
Image / Texture
171
BEWarlock_Weapon_Diffuse.tif
BEWarlock_Weapon_Emissive.dds
Image / Texture
171
BEWarlock_Weapon_Emissive.tif

Done, you have imported the file BEWarlock_Weapon_Emissive.dds.

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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