Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Forge Purifier of the bundle Forge Purifier. 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 Purifier 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:
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 ForgePurifier.mdx
Now Click the "Import File" Button:
Next select 'ForgePurifier.mdx' in the folder which you extracted from the zip archive:
Forge Purifier
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
ProtossInvoque.blp
WeaponGlowOrange.blp
The file has been properly added to the map archive:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
Done, you have imported the file ForgePurifier.mdx.
Importing digitalsigns1_Orange.blp
Now Click the "Import File" Button:
Next select 'digitalsigns1_Orange.blp' in the folder which you extracted from the zip archive:
Forge Purifier
ForgePurifier.mdx
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
ProtossInvoque.blp
WeaponGlowOrange.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
war3mapimported/digitalsigns1_Orange.blp
Double-click the file digitalsigns1_Orange.blp:
digitalsigns1_Orange.blp
Image / Texture
30
war3mapimported/digitalsigns1_Orange.blp
Tick the box "Use Custom Path" and type in the correct path:
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
The file has been properly added to the map archive:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
Done, you have imported the file digitalsigns1_Orange.blp.
Importing forge_Purifier_diffuse.blp
Now Click the "Import File" Button:
Next select 'forge_Purifier_diffuse.blp' in the folder which you extracted from the zip archive:
Forge Purifier
ForgePurifier.mdx
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
ProtossInvoque.blp
WeaponGlowOrange.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
war3mapimported/forge_Purifier_diffuse.blp
Double-click the file forge_Purifier_diffuse.blp:
forge_Purifier_diffuse.blp
Image / Texture
1,004
war3mapimported/forge_Purifier_diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
The file has been properly added to the map archive:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
Done, you have imported the file forge_Purifier_diffuse.blp.
Importing forge_Purifier_emissive.blp
Now Click the "Import File" Button:
Next select 'forge_Purifier_emissive.blp' in the folder which you extracted from the zip archive:
Forge Purifier
ForgePurifier.mdx
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
ProtossInvoque.blp
WeaponGlowOrange.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
war3mapimported/forge_Purifier_emissive.blp
Double-click the file forge_Purifier_emissive.blp:
forge_Purifier_emissive.blp
Image / Texture
57
war3mapimported/forge_Purifier_emissive.blp
Tick the box "Use Custom Path" and type in the correct path:
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.blp
The file has been properly added to the map archive:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.blp
Done, you have imported the file forge_Purifier_emissive.blp.
Importing LightningZap.blp
Now Click the "Import File" Button:
Next select 'LightningZap.blp' in the folder which you extracted from the zip archive:
Forge Purifier
ForgePurifier.mdx
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
ProtossInvoque.blp
WeaponGlowOrange.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.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:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.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:
Forge Purifier
ForgePurifier.mdx
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
WeaponGlowOrange.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.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:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp
Done, you have imported the file ProtossInvoque.blp.
Importing WeaponGlowOrange.blp
Now Click the "Import File" Button:
Next select 'WeaponGlowOrange.blp' in the folder which you extracted from the zip archive:
Forge Purifier
ForgePurifier.mdx
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
LightningZap.blp
ProtossInvoque.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.
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp
WeaponGlowOrange.blp
Image / Texture
5
war3mapimported/WeaponGlowOrange.blp
Double-click the file WeaponGlowOrange.blp:
WeaponGlowOrange.blp
Image / Texture
5
war3mapimported/WeaponGlowOrange.blp
Tick the box "Use Custom Path" and type in the correct path:
WeaponGlowOrange.blp
Image / Texture
5
WeaponGlowOrange.blp
The file has been properly added to the map archive:
ForgePurifier.mdx
Model
74
war3mapimported/ForgePurifier.mdx
digitalsigns1_Orange.blp
Image / Texture
30
digitalsigns1_Orange.blp
forge_Purifier_diffuse.blp
Image / Texture
1,004
forge_Purifier_diffuse.blp
forge_Purifier_emissive.blp
Image / Texture
57
forge_Purifier_emissive.blp
LightningZap.blp
Image / Texture
15
LightningZap.blp
ProtossInvoque.blp
Image / Texture
6
ProtossInvoque.blp
WeaponGlowOrange.blp
Image / Texture
5
WeaponGlowOrange.blp
Done, you have imported the file WeaponGlowOrange.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.