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How to import Death Knight WC2

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Death Knight WC2 of the bundle Death Knight WC2. 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 Death Knight WC2.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:

Death Knight WC2
DeathKnight.mdx
Staff_Handle.blp
MedivhCorrupted.BLP
Staff.blp
w2deathknight.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 DeathKnight.mdx

Now Click the "Import File" Button:

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

Death Knight WC2
DeathKnight.mdx
MedivhCorrupted.BLP
Staff.blp
Staff_Handle.blp
w2deathknight.blp

The file has been properly added to the map archive:

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx

Done, you have imported the file DeathKnight.mdx.

Importing MedivhCorrupted.BLP

Now Click the "Import File" Button:

Next select 'MedivhCorrupted.BLP' in the folder which you extracted from the zip archive:

Death Knight WC2
DeathKnight.mdx
MedivhCorrupted.BLP
Staff.blp
Staff_Handle.blp
w2deathknight.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.

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
war3mapimported/MedivhCorrupted.BLP

Double-click the file MedivhCorrupted.BLP:

MedivhCorrupted.BLP
Image / Texture
50
war3mapimported/MedivhCorrupted.BLP

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

MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP

The file has been properly added to the map archive:

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP

Done, you have imported the file MedivhCorrupted.BLP.

Importing Staff.blp

Now Click the "Import File" Button:

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

Death Knight WC2
DeathKnight.mdx
MedivhCorrupted.BLP
Staff.blp
Staff_Handle.blp
w2deathknight.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.

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
war3mapimported/Staff.blp

Double-click the file Staff.blp:

Staff.blp
Image / Texture
34
war3mapimported/Staff.blp

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

Staff.blp
Image / Texture
34
Staff.blp

The file has been properly added to the map archive:

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
Staff.blp

Done, you have imported the file Staff.blp.

Importing Staff_Handle.blp

Now Click the "Import File" Button:

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

Death Knight WC2
DeathKnight.mdx
MedivhCorrupted.BLP
Staff.blp
Staff_Handle.blp
w2deathknight.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.

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
Staff.blp
Staff_Handle.blp
Image / Texture
84
war3mapimported/Staff_Handle.blp

Double-click the file Staff_Handle.blp:

Staff_Handle.blp
Image / Texture
84
war3mapimported/Staff_Handle.blp

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

Staff_Handle.blp
Image / Texture
84
Staff_Handle.blp

The file has been properly added to the map archive:

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
Staff.blp
Staff_Handle.blp
Image / Texture
84
Staff_Handle.blp

Done, you have imported the file Staff_Handle.blp.

Importing w2deathknight.blp

Now Click the "Import File" Button:

Next select 'w2deathknight.blp' in the folder which you extracted from the zip archive:

Death Knight WC2
DeathKnight.mdx
MedivhCorrupted.BLP
Staff.blp
Staff_Handle.blp
w2deathknight.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.

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
Staff.blp
Staff_Handle.blp
Image / Texture
84
Staff_Handle.blp
w2deathknight.blp
Image / Texture
137
war3mapimported/w2deathknight.blp

Double-click the file w2deathknight.blp:

w2deathknight.blp
Image / Texture
137
war3mapimported/w2deathknight.blp

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

w2deathknight.blp
Image / Texture
137
w2deathknight.blp

The file has been properly added to the map archive:

DeathKnight.mdx
Model
169
war3mapimported/DeathKnight.mdx
MedivhCorrupted.BLP
Image / Texture
50
MedivhCorrupted.BLP
Staff.blp
Image / Texture
34
Staff.blp
Staff_Handle.blp
Image / Texture
84
Staff_Handle.blp
w2deathknight.blp
Image / Texture
137
w2deathknight.blp

Done, you have imported the file w2deathknight.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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