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How to import Concrete Floor

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Concrete Floor of the bundle Concrete Floor. 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 Concrete Cliff.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:

Concrete Floor
CustomCliff.blp
CustomCliffFloor.blp
ConcreteCliffFloor.mdx

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 ConcreteCliffFloor.mdx

Now Click the "Import File" Button:

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

Concrete Floor
ConcreteCliffFloor.mdx
CustomCliff.blp
CustomCliffFloor.blp

The file has been properly added to the map archive:

ConcreteCliffFloor.mdx
Model
3
war3mapimported/ConcreteCliffFloor.mdx

Done, you have imported the file ConcreteCliffFloor.mdx.

Importing CustomCliff.blp

Now Click the "Import File" Button:

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

Concrete Floor
ConcreteCliffFloor.mdx
CustomCliff.blp
CustomCliffFloor.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.

ConcreteCliffFloor.mdx
Model
3
war3mapimported/ConcreteCliffFloor.mdx
CustomCliff.blp
Image / Texture
333
war3mapimported/CustomCliff.blp

Double-click the file CustomCliff.blp:

CustomCliff.blp
Image / Texture
333
war3mapimported/CustomCliff.blp

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

CustomCliff.blp
Image / Texture
333
CustomCliff.blp

The file has been properly added to the map archive:

ConcreteCliffFloor.mdx
Model
3
war3mapimported/ConcreteCliffFloor.mdx
CustomCliff.blp
Image / Texture
333
CustomCliff.blp

Done, you have imported the file CustomCliff.blp.

Importing CustomCliffFloor.blp

Now Click the "Import File" Button:

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

Concrete Floor
ConcreteCliffFloor.mdx
CustomCliff.blp
CustomCliffFloor.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.

ConcreteCliffFloor.mdx
Model
3
war3mapimported/ConcreteCliffFloor.mdx
CustomCliff.blp
Image / Texture
333
CustomCliff.blp
CustomCliffFloor.blp
Image / Texture
31
war3mapimported/CustomCliffFloor.blp

Double-click the file CustomCliffFloor.blp:

CustomCliffFloor.blp
Image / Texture
31
war3mapimported/CustomCliffFloor.blp

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

CustomCliffFloor.blp
Image / Texture
31
CustomCliffFloor.blp

The file has been properly added to the map archive:

ConcreteCliffFloor.mdx
Model
3
war3mapimported/ConcreteCliffFloor.mdx
CustomCliff.blp
Image / Texture
333
CustomCliff.blp
CustomCliffFloor.blp
Image / Texture
31
CustomCliffFloor.blp

Done, you have imported the file CustomCliffFloor.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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