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How to import Highborne Wall End Cap

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Highborne Wall End Cap of the bundle Highborne Wall End Cap. 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 Zin-Azshari Restored Highborne Structures.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:

Highborne Wall End Cap
highborne_endcap.mdx
ne_marble_mural.blp
ne_metalposts.blp
ne_golden_railings.blp
ne_endpost.blp
ne_buildingcorner.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 highborne_endcap.mdx

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx

Done, you have imported the file highborne_endcap.mdx.

Importing ne_buildingcorner.blp

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.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.

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
war3mapimported/ne_buildingcorner.blp

Double-click the file ne_buildingcorner.blp:

ne_buildingcorner.blp
Image / Texture
158
war3mapimported/ne_buildingcorner.blp

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

ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp

Done, you have imported the file ne_buildingcorner.blp.

Importing ne_endpost.blp

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.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.

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
war3mapimported/ne_endpost.blp

Double-click the file ne_endpost.blp:

ne_endpost.blp
Image / Texture
495
war3mapimported/ne_endpost.blp

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

ne_endpost.blp
Image / Texture
495
ne_endpost.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp

Done, you have imported the file ne_endpost.blp.

Importing ne_golden_railings.blp

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.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.

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
war3mapimported/ne_golden_railings.blp

Double-click the file ne_golden_railings.blp:

ne_golden_railings.blp
Image / Texture
430
war3mapimported/ne_golden_railings.blp

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

ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp

Done, you have imported the file ne_golden_railings.blp.

Importing ne_marble_mural.blp

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.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.

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp
ne_marble_mural.blp
Image / Texture
428
war3mapimported/ne_marble_mural.blp

Double-click the file ne_marble_mural.blp:

ne_marble_mural.blp
Image / Texture
428
war3mapimported/ne_marble_mural.blp

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

ne_marble_mural.blp
Image / Texture
428
ne_marble_mural.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp
ne_marble_mural.blp
Image / Texture
428
ne_marble_mural.blp

Done, you have imported the file ne_marble_mural.blp.

Importing ne_metalposts.blp

Now Click the "Import File" Button:

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

Highborne Wall End Cap
highborne_endcap.mdx
ne_buildingcorner.blp
ne_endpost.blp
ne_golden_railings.blp
ne_marble_mural.blp
ne_metalposts.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.

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp
ne_marble_mural.blp
Image / Texture
428
ne_marble_mural.blp
ne_metalposts.blp
Image / Texture
139
war3mapimported/ne_metalposts.blp

Double-click the file ne_metalposts.blp:

ne_metalposts.blp
Image / Texture
139
war3mapimported/ne_metalposts.blp

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

ne_metalposts.blp
Image / Texture
139
ne_metalposts.blp

The file has been properly added to the map archive:

highborne_endcap.mdx
Model
23
war3mapimported/highborne_endcap.mdx
ne_buildingcorner.blp
Image / Texture
158
ne_buildingcorner.blp
ne_endpost.blp
Image / Texture
495
ne_endpost.blp
ne_golden_railings.blp
Image / Texture
430
ne_golden_railings.blp
ne_marble_mural.blp
Image / Texture
428
ne_marble_mural.blp
ne_metalposts.blp
Image / Texture
139
ne_metalposts.blp

Done, you have imported the file ne_metalposts.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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