How to import Death Marshal Portrait

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Death Marshal Portrait of the bundle Death Marshal Portrait. 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 Marshal.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 Marshal Portrait
cowboy_portrait.mdx
cowboy_shirt_diffuse.dds
cowboy_eye_emissive.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_hat_diffuse.dds
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_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 cowboy_portrait.mdx

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx

Done, you have imported the file cowboy_portrait.mdx.

Importing cowboy_belt_diffuse.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_belt_diffuse.dds

Double-click the file cowboy_belt_diffuse.dds:

cowboy_belt_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_belt_diffuse.dds

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

cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds

Done, you have imported the file cowboy_belt_diffuse.dds.

Importing cowboy_bullet_diffuse.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_bullet_diffuse.dds

Double-click the file cowboy_bullet_diffuse.dds:

cowboy_bullet_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_bullet_diffuse.dds

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

cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds

Done, you have imported the file cowboy_bullet_diffuse.dds.

Importing cowboy_cape_diffuse.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_cape_diffuse.dds

Double-click the file cowboy_cape_diffuse.dds:

cowboy_cape_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_cape_diffuse.dds

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

cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds

Done, you have imported the file cowboy_cape_diffuse.dds.

Importing cowboy_cape_orm.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
war3mapimported/cowboy_cape_orm.dds

Double-click the file cowboy_cape_orm.dds:

cowboy_cape_orm.dds
Image / Texture
5,461
war3mapimported/cowboy_cape_orm.dds

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

cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds

Done, you have imported the file cowboy_cape_orm.dds.

Importing cowboy_eye_emissive.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
war3mapimported/cowboy_eye_emissive.dds

Double-click the file cowboy_eye_emissive.dds:

cowboy_eye_emissive.dds
Image / Texture
2,731
war3mapimported/cowboy_eye_emissive.dds

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

cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds

Done, you have imported the file cowboy_eye_emissive.dds.

Importing cowboy_hat_diffuse.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_hat_diffuse.dds

Double-click the file cowboy_hat_diffuse.dds:

cowboy_hat_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_hat_diffuse.dds

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

cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds

Done, you have imported the file cowboy_hat_diffuse.dds.

Importing cowboy_horseeye2_diffuse.dds

Now Click the "Import File" Button:

Next select 'cowboy_horseeye2_diffuse.dds' in the folder which you extracted from the zip archive:

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_horseeye2_diffuse.dds

Double-click the file cowboy_horseeye2_diffuse.dds:

cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
war3mapimported/cowboy_horseeye2_diffuse.dds

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

cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds

Done, you have imported the file cowboy_horseeye2_diffuse.dds.

Importing cowboy_horseeye2_emissive.dds

Now Click the "Import File" Button:

Next select 'cowboy_horseeye2_emissive.dds' in the folder which you extracted from the zip archive:

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
Image / Texture
5,461
war3mapimported/cowboy_horseeye2_emissive.dds

Double-click the file cowboy_horseeye2_emissive.dds:

cowboy_horseeye2_emissive.dds
Image / Texture
5,461
war3mapimported/cowboy_horseeye2_emissive.dds

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

cowboy_horseeye2_emissive.dds
Image / Texture
5,461
cowboy_horseeye2_emissive.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
Image / Texture
5,461
cowboy_horseeye2_emissive.dds

Done, you have imported the file cowboy_horseeye2_emissive.dds.

Importing cowboy_shirt_diffuse.dds

Now Click the "Import File" Button:

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

Death Marshal Portrait
cowboy_portrait.mdx
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.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.

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
Image / Texture
5,461
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_shirt_diffuse.dds

Double-click the file cowboy_shirt_diffuse.dds:

cowboy_shirt_diffuse.dds
Image / Texture
1,365
war3mapimported/cowboy_shirt_diffuse.dds

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

cowboy_shirt_diffuse.dds
Image / Texture
1,365
cowboy_shirt_diffuse.dds

The file has been properly added to the map archive:

cowboy_portrait.mdx
Model
1,209
war3mapimported/cowboy_portrait.mdx
cowboy_belt_diffuse.dds
Image / Texture
1,365
cowboy_belt_diffuse.dds
cowboy_bullet_diffuse.dds
Image / Texture
5,461
cowboy_bullet_diffuse.dds
cowboy_cape_diffuse.dds
Image / Texture
5,461
cowboy_cape_diffuse.dds
cowboy_cape_orm.dds
Image / Texture
5,461
cowboy_cape_orm.dds
cowboy_eye_emissive.dds
Image / Texture
2,731
cowboy_eye_emissive.dds
cowboy_hat_diffuse.dds
Image / Texture
1,365
cowboy_hat_diffuse.dds
cowboy_horseeye2_diffuse.dds
Image / Texture
5,461
cowboy_horseeye2_diffuse.dds
cowboy_horseeye2_emissive.dds
Image / Texture
5,461
cowboy_horseeye2_emissive.dds
cowboy_shirt_diffuse.dds
Image / Texture
1,365
cowboy_shirt_diffuse.dds

Done, you have imported the file cowboy_shirt_diffuse.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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