• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

How to import Forsaken Bridge

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Forsaken Bridge of the bundle Forsaken Bridge. 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 Forsaken Doodad Pack WoW Rips.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:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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 nd_forsaken_bridge.mdx

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx

Done, you have imported the file nd_forsaken_bridge.mdx.

Importing fskn_archtrim.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
war3mapimported/fskn_archtrim.blp

Double-click the file fskn_archtrim.blp:

fskn_archtrim.blp
Image / Texture
32
war3mapimported/fskn_archtrim.blp

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

fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp

Done, you have imported the file fskn_archtrim.blp.

Importing fskn_metaldeco.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
war3mapimported/fskn_metaldeco.blp

Double-click the file fskn_metaldeco.blp:

fskn_metaldeco.blp
Image / Texture
62
war3mapimported/fskn_metaldeco.blp

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

fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp

Done, you have imported the file fskn_metaldeco.blp.

Importing fskn_metaltrim.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
war3mapimported/fskn_metaltrim.blp

Double-click the file fskn_metaltrim.blp:

fskn_metaltrim.blp
Image / Texture
23
war3mapimported/fskn_metaltrim.blp

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

fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp

Done, you have imported the file fskn_metaltrim.blp.

Importing fskn_pillar.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
war3mapimported/fskn_pillar.blp

Double-click the file fskn_pillar.blp:

fskn_pillar.blp
Image / Texture
37
war3mapimported/fskn_pillar.blp

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

fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp

Done, you have imported the file fskn_pillar.blp.

Importing fskn_roof.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
war3mapimported/fskn_roof.blp

Double-click the file fskn_roof.blp:

fskn_roof.blp
Image / Texture
34
war3mapimported/fskn_roof.blp

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

fskn_roof.blp
Image / Texture
34
fskn_roof.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp

Done, you have imported the file fskn_roof.blp.

Importing fskn_roofwoodedge.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
war3mapimported/fskn_roofwoodedge.blp

Double-click the file fskn_roofwoodedge.blp:

fskn_roofwoodedge.blp
Image / Texture
38
war3mapimported/fskn_roofwoodedge.blp

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

fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp

Done, you have imported the file fskn_roofwoodedge.blp.

Importing fskn_stonewall1.blp

Now Click the "Import File" Button:

Next select 'fskn_stonewall1.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
war3mapimported/fskn_stonewall1.blp

Double-click the file fskn_stonewall1.blp:

fskn_stonewall1.blp
Image / Texture
26
war3mapimported/fskn_stonewall1.blp

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

fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp

Done, you have imported the file fskn_stonewall1.blp.

Importing fskn_stonewall3.blp

Now Click the "Import File" Button:

Next select 'fskn_stonewall3.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
war3mapimported/fskn_stonewall3.blp

Double-click the file fskn_stonewall3.blp:

fskn_stonewall3.blp
Image / Texture
35
war3mapimported/fskn_stonewall3.blp

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

fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp

Done, you have imported the file fskn_stonewall3.blp.

Importing fskn_stonewallbottom2.blp

Now Click the "Import File" Button:

Next select 'fskn_stonewallbottom2.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
war3mapimported/fskn_stonewallbottom2.blp

Double-click the file fskn_stonewallbottom2.blp:

fskn_stonewallbottom2.blp
Image / Texture
32
war3mapimported/fskn_stonewallbottom2.blp

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

fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp

Done, you have imported the file fskn_stonewallbottom2.blp.

Importing fskn_stonewalltop1.blp

Now Click the "Import File" Button:

Next select 'fskn_stonewalltop1.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
war3mapimported/fskn_stonewalltop1.blp

Double-click the file fskn_stonewalltop1.blp:

fskn_stonewalltop1.blp
Image / Texture
43
war3mapimported/fskn_stonewalltop1.blp

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

fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp

Done, you have imported the file fskn_stonewalltop1.blp.

Importing fskn_trim1.blp

Now Click the "Import File" Button:

Next select 'fskn_trim1.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
war3mapimported/fskn_trim1.blp

Double-click the file fskn_trim1.blp:

fskn_trim1.blp
Image / Texture
27
war3mapimported/fskn_trim1.blp

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

fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp

Done, you have imported the file fskn_trim1.blp.

Importing fskn_wood.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
war3mapimported/fskn_wood.blp

Double-click the file fskn_wood.blp:

fskn_wood.blp
Image / Texture
38
war3mapimported/fskn_wood.blp

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

fskn_wood.blp
Image / Texture
38
fskn_wood.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp

Done, you have imported the file fskn_wood.blp.

Importing fskn_woodfloor_02.blp

Now Click the "Import File" Button:

Next select 'fskn_woodfloor_02.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
war3mapimported/fskn_woodfloor_02.blp

Double-click the file fskn_woodfloor_02.blp:

fskn_woodfloor_02.blp
Image / Texture
47
war3mapimported/fskn_woodfloor_02.blp

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

fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp

Done, you have imported the file fskn_woodfloor_02.blp.

Importing fskn_woodplanks.blp

Now Click the "Import File" Button:

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

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp
fskn_woodplanks.blp
Image / Texture
36
war3mapimported/fskn_woodplanks.blp

Double-click the file fskn_woodplanks.blp:

fskn_woodplanks.blp
Image / Texture
36
war3mapimported/fskn_woodplanks.blp

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

fskn_woodplanks.blp
Image / Texture
36
fskn_woodplanks.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp
fskn_woodplanks.blp
Image / Texture
36
fskn_woodplanks.blp

Done, you have imported the file fskn_woodplanks.blp.

Importing jlo_udercity_trim_01.blp

Now Click the "Import File" Button:

Next select 'jlo_udercity_trim_01.blp' in the folder which you extracted from the zip archive:

Forsaken Bridge
nd_forsaken_bridge.mdx
fskn_archtrim.blp
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roof.blp
fskn_roofwoodedge.blp
fskn_stonewall1.blp
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
fskn_trim1.blp
fskn_wood.blp
fskn_woodfloor_02.blp
fskn_woodplanks.blp
jlo_udercity_trim_01.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.

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp
fskn_woodplanks.blp
Image / Texture
36
fskn_woodplanks.blp
jlo_udercity_trim_01.blp
Image / Texture
56
war3mapimported/jlo_udercity_trim_01.blp

Double-click the file jlo_udercity_trim_01.blp:

jlo_udercity_trim_01.blp
Image / Texture
56
war3mapimported/jlo_udercity_trim_01.blp

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

jlo_udercity_trim_01.blp
Image / Texture
56
jlo_udercity_trim_01.blp

The file has been properly added to the map archive:

nd_forsaken_bridge.mdx
Model
280
war3mapimported/nd_forsaken_bridge.mdx
fskn_archtrim.blp
Image / Texture
32
fskn_archtrim.blp
fskn_metaldeco.blp
Image / Texture
62
fskn_metaldeco.blp
fskn_metaltrim.blp
Image / Texture
23
fskn_metaltrim.blp
fskn_pillar.blp
Image / Texture
37
fskn_pillar.blp
fskn_roof.blp
Image / Texture
34
fskn_roof.blp
fskn_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonewall1.blp
Image / Texture
26
fskn_stonewall1.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
fskn_stonewallbottom2.blp
Image / Texture
32
fskn_stonewallbottom2.blp
fskn_stonewalltop1.blp
Image / Texture
43
fskn_stonewalltop1.blp
fskn_trim1.blp
Image / Texture
27
fskn_trim1.blp
fskn_wood.blp
Image / Texture
38
fskn_wood.blp
fskn_woodfloor_02.blp
Image / Texture
47
fskn_woodfloor_02.blp
fskn_woodplanks.blp
Image / Texture
36
fskn_woodplanks.blp
jlo_udercity_trim_01.blp
Image / Texture
56
jlo_udercity_trim_01.blp

Done, you have imported the file jlo_udercity_trim_01.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.
Top