Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Hut 1 of the bundle Hut 1. 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 Shacks Seyda Neen.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 Hut 1.mdx
Now Click the "Import File" Button:
Next select 'Hut 1.mdx' in the folder which you extracted from the zip archive:
Hut 1
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
Done, you have imported the file Hut 1.mdx.
Importing IronRusty.blp
Now Click the "Import File" Button:
Next select 'IronRusty.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
war3mapimported/IronRusty.blp
Double-click the file IronRusty.blp:
IronRusty.blp
Image / Texture
39
war3mapimported/IronRusty.blp
Tick the box "Use Custom Path" and type in the correct path:
IronRusty.blp
Image / Texture
39
IronRusty.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Done, you have imported the file IronRusty.blp.
Importing Rope.blp
Now Click the "Import File" Button:
Next select 'Rope.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
war3mapimported/Rope.blp
Double-click the file Rope.blp:
Rope.blp
Image / Texture
15
war3mapimported/Rope.blp
Tick the box "Use Custom Path" and type in the correct path:
Rope.blp
Image / Texture
15
Rope.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
Done, you have imported the file Rope.blp.
Importing RustyLock.blp
Now Click the "Import File" Button:
Next select 'RustyLock.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
war3mapimported/RustyLock.blp
Double-click the file RustyLock.blp:
RustyLock.blp
Image / Texture
4
war3mapimported/RustyLock.blp
Tick the box "Use Custom Path" and type in the correct path:
RustyLock.blp
Image / Texture
4
RustyLock.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
Done, you have imported the file RustyLock.blp.
Importing ShackDoor.blp
Now Click the "Import File" Button:
Next select 'ShackDoor.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
war3mapimported/ShackDoor.blp
Double-click the file ShackDoor.blp:
ShackDoor.blp
Image / Texture
27
war3mapimported/ShackDoor.blp
Tick the box "Use Custom Path" and type in the correct path:
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
Done, you have imported the file ShackDoor.blp.
Importing ShackFoundation.blp
Now Click the "Import File" Button:
Next select 'ShackFoundation.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
war3mapimported/ShackFoundation.blp
Double-click the file ShackFoundation.blp:
ShackFoundation.blp
Image / Texture
49
war3mapimported/ShackFoundation.blp
Tick the box "Use Custom Path" and type in the correct path:
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
Done, you have imported the file ShackFoundation.blp.
Importing ShackScreen.blp
Now Click the "Import File" Button:
Next select 'ShackScreen.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
war3mapimported/ShackScreen.blp
Double-click the file ShackScreen.blp:
ShackScreen.blp
Image / Texture
17
war3mapimported/ShackScreen.blp
Tick the box "Use Custom Path" and type in the correct path:
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
Done, you have imported the file ShackScreen.blp.
Importing ShackThatch.blp
Now Click the "Import File" Button:
Next select 'ShackThatch.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
war3mapimported/ShackThatch.blp
Double-click the file ShackThatch.blp:
ShackThatch.blp
Image / Texture
58
war3mapimported/ShackThatch.blp
Tick the box "Use Custom Path" and type in the correct path:
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
Done, you have imported the file ShackThatch.blp.
Importing ShackThatchStrip.blp
Now Click the "Import File" Button:
Next select 'ShackThatchStrip.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
Siding.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
war3mapimported/ShackThatchStrip.blp
Double-click the file ShackThatchStrip.blp:
ShackThatchStrip.blp
Image / Texture
20
war3mapimported/ShackThatchStrip.blp
Tick the box "Use Custom Path" and type in the correct path:
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Done, you have imported the file ShackThatchStrip.blp.
Importing Siding.blp
Now Click the "Import File" Button:
Next select 'Siding.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding1.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
war3mapimported/Siding.blp
Double-click the file Siding.blp:
Siding.blp
Image / Texture
50
war3mapimported/Siding.blp
Tick the box "Use Custom Path" and type in the correct path:
Siding.blp
Image / Texture
50
Siding.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Done, you have imported the file Siding.blp.
Importing Siding1.blp
Now Click the "Import File" Button:
Next select 'Siding1.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
WeatheredRings.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
war3mapimported/Siding1.blp
Double-click the file Siding1.blp:
Siding1.blp
Image / Texture
50
war3mapimported/Siding1.blp
Tick the box "Use Custom Path" and type in the correct path:
Siding1.blp
Image / Texture
50
Siding1.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
Siding1.blp
Done, you have imported the file Siding1.blp.
Importing WeatheredRings.blp
Now Click the "Import File" Button:
Next select 'WeatheredRings.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
Wethered.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
Siding1.blp
WeatheredRings.blp
Image / Texture
14
war3mapimported/WeatheredRings.blp
Double-click the file WeatheredRings.blp:
WeatheredRings.blp
Image / Texture
14
war3mapimported/WeatheredRings.blp
Tick the box "Use Custom Path" and type in the correct path:
WeatheredRings.blp
Image / Texture
14
WeatheredRings.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
Siding1.blp
WeatheredRings.blp
Image / Texture
14
WeatheredRings.blp
Done, you have imported the file WeatheredRings.blp.
Importing Wethered.blp
Now Click the "Import File" Button:
Next select 'Wethered.blp' in the folder which you extracted from the zip archive:
Hut 1
Hut 1.mdx
IronRusty.blp
Rope.blp
RustyLock.blp
ShackDoor.blp
ShackFoundation.blp
ShackScreen.blp
ShackThatch.blp
ShackThatchStrip.blp
Siding.blp
Siding1.blp
WeatheredRings.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.
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
Siding1.blp
WeatheredRings.blp
Image / Texture
14
WeatheredRings.blp
Wethered.blp
Image / Texture
51
war3mapimported/Wethered.blp
Double-click the file Wethered.blp:
Wethered.blp
Image / Texture
51
war3mapimported/Wethered.blp
Tick the box "Use Custom Path" and type in the correct path:
Wethered.blp
Image / Texture
51
Wethered.blp
The file has been properly added to the map archive:
Hut 1.mdx
Model
48
war3mapimported/Hut 1.mdx
IronRusty.blp
Image / Texture
39
IronRusty.blp
Rope.blp
Image / Texture
15
Rope.blp
RustyLock.blp
Image / Texture
4
RustyLock.blp
ShackDoor.blp
Image / Texture
27
ShackDoor.blp
ShackFoundation.blp
Image / Texture
49
ShackFoundation.blp
ShackScreen.blp
Image / Texture
17
ShackScreen.blp
ShackThatch.blp
Image / Texture
58
ShackThatch.blp
ShackThatchStrip.blp
Image / Texture
20
ShackThatchStrip.blp
Siding.blp
Image / Texture
50
Siding.blp
Siding1.blp
Image / Texture
50
Siding1.blp
WeatheredRings.blp
Image / Texture
14
WeatheredRings.blp
Wethered.blp
Image / Texture
51
Wethered.blp
Done, you have imported the file Wethered.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.