• 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 DarkShrine

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model DarkShrine of the bundle DarkShrine. 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 Protoss Building Pack (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:

DarkShrine
DarkShrine.mdx
emergytrailcyan2.blp
Teal_Glow.blp
darkshrine_diffuse.blp
darkshrine_emissive.blp
LightningZap.blp
ProtossInvoque.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 DarkShrine.mdx

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx

Done, you have imported the file DarkShrine.mdx.

Importing darkshrine_diffuse.blp

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
war3mapimported/darkshrine_diffuse.blp

Double-click the file darkshrine_diffuse.blp:

darkshrine_diffuse.blp
Image / Texture
1,203
war3mapimported/darkshrine_diffuse.blp

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

darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp

Done, you have imported the file darkshrine_diffuse.blp.

Importing darkshrine_emissive.blp

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
war3mapimported/darkshrine_emissive.blp

Double-click the file darkshrine_emissive.blp:

darkshrine_emissive.blp
Image / Texture
41
war3mapimported/darkshrine_emissive.blp

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

darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp

Done, you have imported the file darkshrine_emissive.blp.

Importing emergytrailcyan2.blp

Now Click the "Import File" Button:

Next select 'emergytrailcyan2.blp' in the folder which you extracted from the zip archive:

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
war3mapimported/emergytrailcyan2.blp

Double-click the file emergytrailcyan2.blp:

emergytrailcyan2.blp
Image / Texture
38
war3mapimported/emergytrailcyan2.blp

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

emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp

Done, you have imported the file emergytrailcyan2.blp.

Importing LightningZap.blp

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
war3mapimported/LightningZap.blp

Double-click the file LightningZap.blp:

LightningZap.blp
Image / Texture
15
war3mapimported/LightningZap.blp

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

LightningZap.blp
Image / Texture
15
LightningZap.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp

Done, you have imported the file LightningZap.blp.

Importing ProtossInvoque.blp

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
war3mapimported/ProtossInvoque.blp

Double-click the file ProtossInvoque.blp:

ProtossInvoque.blp
Image / Texture
6
war3mapimported/ProtossInvoque.blp

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

ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp

Done, you have imported the file ProtossInvoque.blp.

Importing Teal_Glow.blp

Now Click the "Import File" Button:

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

DarkShrine
DarkShrine.mdx
darkshrine_diffuse.blp
darkshrine_emissive.blp
emergytrailcyan2.blp
LightningZap.blp
ProtossInvoque.blp
Teal_Glow.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.

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp
Teal_Glow.blp
Image / Texture
12
war3mapimported/Teal_Glow.blp

Double-click the file Teal_Glow.blp:

Teal_Glow.blp
Image / Texture
12
war3mapimported/Teal_Glow.blp

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

Teal_Glow.blp
Image / Texture
12
Teal_Glow.blp

The file has been properly added to the map archive:

DarkShrine.mdx
Model
189
war3mapimported/DarkShrine.mdx
darkshrine_diffuse.blp
Image / Texture
1,203
darkshrine_diffuse.blp
darkshrine_emissive.blp
Image / Texture
41
darkshrine_emissive.blp
emergytrailcyan2.blp
Image / Texture
38
emergytrailcyan2.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp
Teal_Glow.blp
Image / Texture
12
Teal_Glow.blp

Done, you have imported the file Teal_Glow.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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