Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Forsaken Wall of the bundle Forsaken Wall. 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:
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_wall.mdx
Now Click the "Import File" Button:
Next select 'nd_forsaken_wall.mdx' in the folder which you extracted from the zip archive:
Forsaken Wall
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall2.blp
fskn_stonewall3.blp
The file has been properly added to the map archive:
nd_forsaken_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
Done, you have imported the file nd_forsaken_wall.mdx.
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 Wall
nd_forsaken_wall.mdx
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall2.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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 Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall2.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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 Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall2.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Now Click the "Import File" Button:
Next select 'fskn_roofwoodedge.blp' in the folder which you extracted from the zip archive:
Forsaken Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_stonetrim01.blp
fskn_stonewall2.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
Done, you have imported the file fskn_roofwoodedge.blp.
Importing fskn_stonetrim01.blp
Now Click the "Import File" Button:
Next select 'fskn_stonetrim01.blp' in the folder which you extracted from the zip archive:
Forsaken Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonewall2.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
war3mapimported/fskn_stonetrim01.blp
Double-click the file fskn_stonetrim01.blp:
fskn_stonetrim01.blp
Image / Texture
31
war3mapimported/fskn_stonetrim01.blp
Tick the box "Use Custom Path" and type in the correct path:
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
The file has been properly added to the map archive:
nd_forsaken_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
Done, you have imported the file fskn_stonetrim01.blp.
Importing fskn_stonewall2.blp
Now Click the "Import File" Button:
Next select 'fskn_stonewall2.blp' in the folder which you extracted from the zip archive:
Forsaken Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall3.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
fskn_stonewall2.blp
Image / Texture
29
war3mapimported/fskn_stonewall2.blp
Double-click the file fskn_stonewall2.blp:
fskn_stonewall2.blp
Image / Texture
29
war3mapimported/fskn_stonewall2.blp
Tick the box "Use Custom Path" and type in the correct path:
fskn_stonewall2.blp
Image / Texture
29
fskn_stonewall2.blp
The file has been properly added to the map archive:
nd_forsaken_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
fskn_stonewall2.blp
Image / Texture
29
fskn_stonewall2.blp
Done, you have imported the file fskn_stonewall2.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 Wall
nd_forsaken_wall.mdx
fskn_metaldeco.blp
fskn_metaltrim.blp
fskn_pillar.blp
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
fskn_stonewall2.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
fskn_stonewall2.blp
Image / Texture
29
fskn_stonewall2.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_wall.mdx
Model
37
war3mapimported/nd_forsaken_wall.mdx
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_roofwoodedge.blp
Image / Texture
38
fskn_roofwoodedge.blp
fskn_stonetrim01.blp
Image / Texture
31
fskn_stonetrim01.blp
fskn_stonewall2.blp
Image / Texture
29
fskn_stonewall2.blp
fskn_stonewall3.blp
Image / Texture
35
fskn_stonewall3.blp
Done, you have imported the file fskn_stonewall3.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.