• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

How to import hit indicator counter 1-4 (curse of avernus) abaddon

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model hit indicator counter 1-4 (curse of avernus) abaddon of the bundle hit indicator counter 1-4 (curse of avernus) abaddon. 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 hit indicator counter 1-4 (curse of avernus) abaddon.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:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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 curseaver.mdx

Now Click the "Import File" Button:

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

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx

Done, you have imported the file curseaver.mdx.

Importing curseaver(1).blp

Now Click the "Import File" Button:

Next select 'curseaver(1).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
war3mapimported/curseaver(1).blp

Double-click the file curseaver(1).blp:

curseaver(1).blp
Image / Texture
53
war3mapimported/curseaver(1).blp

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

curseaver(1).blp
Image / Texture
53
curseaver(1).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp

Done, you have imported the file curseaver(1).blp.

Importing curseaver(2).blp

Now Click the "Import File" Button:

Next select 'curseaver(2).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
war3mapimported/curseaver(2).blp

Double-click the file curseaver(2).blp:

curseaver(2).blp
Image / Texture
63
war3mapimported/curseaver(2).blp

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

curseaver(2).blp
Image / Texture
63
curseaver(2).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp

Done, you have imported the file curseaver(2).blp.

Importing curseaver(3).blp

Now Click the "Import File" Button:

Next select 'curseaver(3).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
war3mapimported/curseaver(3).blp

Double-click the file curseaver(3).blp:

curseaver(3).blp
Image / Texture
76
war3mapimported/curseaver(3).blp

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

curseaver(3).blp
Image / Texture
76
curseaver(3).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp

Done, you have imported the file curseaver(3).blp.

Importing curseaver.blp

Now Click the "Import File" Button:

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

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
war3mapimported/curseaver.blp

Double-click the file curseaver.blp:

curseaver.blp
Image / Texture
49
war3mapimported/curseaver.blp

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

curseaver.blp
Image / Texture
49
curseaver.blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp

Done, you have imported the file curseaver.blp.

Importing curseaver1(1).blp

Now Click the "Import File" Button:

Next select 'curseaver1(1).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
war3mapimported/curseaver1(1).blp

Double-click the file curseaver1(1).blp:

curseaver1(1).blp
Image / Texture
33
war3mapimported/curseaver1(1).blp

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

curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp

Done, you have imported the file curseaver1(1).blp.

Importing curseaver1.blp

Now Click the "Import File" Button:

Next select 'curseaver1.blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
war3mapimported/curseaver1.blp

Double-click the file curseaver1.blp:

curseaver1.blp
Image / Texture
28
war3mapimported/curseaver1.blp

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

curseaver1.blp
Image / Texture
28
curseaver1.blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp

Done, you have imported the file curseaver1.blp.

Importing curseaver2(1).blp

Now Click the "Import File" Button:

Next select 'curseaver2(1).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
war3mapimported/curseaver2(1).blp

Double-click the file curseaver2(1).blp:

curseaver2(1).blp
Image / Texture
22
war3mapimported/curseaver2(1).blp

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

curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp

Done, you have imported the file curseaver2(1).blp.

Importing curseaver2(2).blp

Now Click the "Import File" Button:

Next select 'curseaver2(2).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
war3mapimported/curseaver2(2).blp

Double-click the file curseaver2(2).blp:

curseaver2(2).blp
Image / Texture
34
war3mapimported/curseaver2(2).blp

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

curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp

Done, you have imported the file curseaver2(2).blp.

Importing curseaver2(3).blp

Now Click the "Import File" Button:

Next select 'curseaver2(3).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
war3mapimported/curseaver2(3).blp

Double-click the file curseaver2(3).blp:

curseaver2(3).blp
Image / Texture
74
war3mapimported/curseaver2(3).blp

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

curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp

Done, you have imported the file curseaver2(3).blp.

Importing curseaver2.blp

Now Click the "Import File" Button:

Next select 'curseaver2.blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
war3mapimported/curseaver2.blp

Double-click the file curseaver2.blp:

curseaver2.blp
Image / Texture
33
war3mapimported/curseaver2.blp

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

curseaver2.blp
Image / Texture
33
curseaver2.blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
curseaver2.blp

Done, you have imported the file curseaver2.blp.

Importing downto2(1).blp

Now Click the "Import File" Button:

Next select 'downto2(1).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
curseaver2.blp
downto2(1).blp
Image / Texture
183
war3mapimported/downto2(1).blp

Double-click the file downto2(1).blp:

downto2(1).blp
Image / Texture
183
war3mapimported/downto2(1).blp

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

downto2(1).blp
Image / Texture
183
downto2(1).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
curseaver2.blp
downto2(1).blp
Image / Texture
183
downto2(1).blp

Done, you have imported the file downto2(1).blp.

Importing downto2(2).blp

Now Click the "Import File" Button:

Next select 'downto2(2).blp' in the folder which you extracted from the zip archive:

hit indicator counter 1-4 (curse of avernus) abaddon
curseaver.mdx
curseaver(1).blp
curseaver(2).blp
curseaver(3).blp
curseaver.blp
curseaver1(1).blp
curseaver1.blp
curseaver2(1).blp
curseaver2(2).blp
curseaver2(3).blp
curseaver2.blp
downto2(1).blp
downto2(2).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.

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
curseaver2.blp
downto2(1).blp
Image / Texture
183
downto2(1).blp
downto2(2).blp
Image / Texture
183
war3mapimported/downto2(2).blp

Double-click the file downto2(2).blp:

downto2(2).blp
Image / Texture
183
war3mapimported/downto2(2).blp

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

downto2(2).blp
Image / Texture
183
downto2(2).blp

The file has been properly added to the map archive:

curseaver.mdx
Model
25
war3mapimported/curseaver.mdx
curseaver(1).blp
Image / Texture
53
curseaver(1).blp
curseaver(2).blp
Image / Texture
63
curseaver(2).blp
curseaver(3).blp
Image / Texture
76
curseaver(3).blp
curseaver.blp
Image / Texture
49
curseaver.blp
curseaver1(1).blp
Image / Texture
33
curseaver1(1).blp
curseaver1.blp
Image / Texture
28
curseaver1.blp
curseaver2(1).blp
Image / Texture
22
curseaver2(1).blp
curseaver2(2).blp
Image / Texture
34
curseaver2(2).blp
curseaver2(3).blp
Image / Texture
74
curseaver2(3).blp
curseaver2.blp
Image / Texture
33
curseaver2.blp
downto2(1).blp
Image / Texture
183
downto2(1).blp
downto2(2).blp
Image / Texture
183
downto2(2).blp

Done, you have imported the file downto2(2).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