How to import Gluth

Introduction

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

Gluth
UndeadBeast.mdx
UndeadBeast.blp
lavadrip.blp
coldbreath32.blp
toonsmoke16.blp
bang.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 UndeadBeast.mdx

Now Click the "Import File" Button:

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

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.blp

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx

Done, you have imported the file UndeadBeast.mdx.

Importing bang.blp

Now Click the "Import File" Button:

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

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.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.

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
war3mapimported/bang.blp

Double-click the file bang.blp:

bang.blp
Image / Texture
2
war3mapimported/bang.blp

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

bang.blp
Image / Texture
2
BANG.BLP

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP

Done, you have imported the file bang.blp.

Importing coldbreath32.blp

Now Click the "Import File" Button:

Next select 'coldbreath32.blp' in the folder which you extracted from the zip archive:

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.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.

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
war3mapimported/coldbreath32.blp

Double-click the file coldbreath32.blp:

coldbreath32.blp
Image / Texture
5
war3mapimported/coldbreath32.blp

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

coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP

Done, you have imported the file coldbreath32.blp.

Importing lavadrip.blp

Now Click the "Import File" Button:

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

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.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.

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
war3mapimported/lavadrip.blp

Double-click the file lavadrip.blp:

lavadrip.blp
Image / Texture
2
war3mapimported/lavadrip.blp

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

lavadrip.blp
Image / Texture
2
LAVADRIP.BLP

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
LAVADRIP.BLP

Done, you have imported the file lavadrip.blp.

Importing toonsmoke16.blp

Now Click the "Import File" Button:

Next select 'toonsmoke16.blp' in the folder which you extracted from the zip archive:

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.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.

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
LAVADRIP.BLP
toonsmoke16.blp
Image / Texture
86
war3mapimported/toonsmoke16.blp

Double-click the file toonsmoke16.blp:

toonsmoke16.blp
Image / Texture
86
war3mapimported/toonsmoke16.blp

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

toonsmoke16.blp
Image / Texture
86
TOONSMOKE16.BLP

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
LAVADRIP.BLP
toonsmoke16.blp
Image / Texture
86
TOONSMOKE16.BLP

Done, you have imported the file toonsmoke16.blp.

Importing UndeadBeast.blp

Now Click the "Import File" Button:

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

Gluth
UndeadBeast.mdx
bang.blp
coldbreath32.blp
lavadrip.blp
toonsmoke16.blp
UndeadBeast.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.

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
LAVADRIP.BLP
toonsmoke16.blp
Image / Texture
86
TOONSMOKE16.BLP
UndeadBeast.blp
Image / Texture
164
war3mapimported/UndeadBeast.blp

Double-click the file UndeadBeast.blp:

UndeadBeast.blp
Image / Texture
164
war3mapimported/UndeadBeast.blp

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

UndeadBeast.blp
Image / Texture
164
UNDEADBEAST.BLP

The file has been properly added to the map archive:

UndeadBeast.mdx
Model
334
war3mapimported/UndeadBeast.mdx
bang.blp
Image / Texture
2
BANG.BLP
coldbreath32.blp
Image / Texture
5
COLDBREATH32.BLP
lavadrip.blp
Image / Texture
2
LAVADRIP.BLP
toonsmoke16.blp
Image / Texture
86
TOONSMOKE16.BLP
UndeadBeast.blp
Image / Texture
164
UNDEADBEAST.BLP

Done, you have imported the file UndeadBeast.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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