Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Lurker of the bundle Lurker. 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 Zerg Unit Pack Remastered (Starcraft 2).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 Lurker.mdx
Now Click the "Import File" Button:
Next select 'Lurker.mdx' in the folder which you extracted from the zip archive:
Lurker
BloodG.blp
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
Done, you have imported the file Lurker.mdx.
Importing BloodG.blp
Now Click the "Import File" Button:
Next select 'BloodG.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
war3mapimported/BloodG.blp
Double-click the file BloodG.blp:
BloodG.blp
Image / Texture
179
war3mapimported/BloodG.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodG.blp
Image / Texture
179
BloodG.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
Done, you have imported the file BloodG.blp.
Importing BloodH.blp
Now Click the "Import File" Button:
Next select 'BloodH.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
war3mapimported/BloodH.blp
Double-click the file BloodH.blp:
BloodH.blp
Image / Texture
171
war3mapimported/BloodH.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodH.blp
Image / Texture
171
BloodH.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
Done, you have imported the file BloodH.blp.
Importing BloodI.blp
Now Click the "Import File" Button:
Next select 'BloodI.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
war3mapimported/BloodI.blp
Double-click the file BloodI.blp:
BloodI.blp
Image / Texture
157
war3mapimported/BloodI.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodI.blp
Image / Texture
157
BloodI.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
Done, you have imported the file BloodI.blp.
Importing bloodybuildingbones.blp
Now Click the "Import File" Button:
Next select 'bloodybuildingbones.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
BloodI.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
war3mapimported/bloodybuildingbones.blp
Double-click the file bloodybuildingbones.blp:
bloodybuildingbones.blp
Image / Texture
1,133
war3mapimported/bloodybuildingbones.blp
Tick the box "Use Custom Path" and type in the correct path:
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
Done, you have imported the file bloodybuildingbones.blp.
Importing lurker_diff.blp
Now Click the "Import File" Button:
Next select 'lurker_diff.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
war3mapimported/lurker_diff.blp
Double-click the file lurker_diff.blp:
lurker_diff.blp
Image / Texture
755
war3mapimported/lurker_diff.blp
Tick the box "Use Custom Path" and type in the correct path:
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
Done, you have imported the file lurker_diff.blp.
Importing lurker_emiss.blp
Now Click the "Import File" Button:
Next select 'lurker_emiss.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
war3mapimported/lurker_emiss.blp
Double-click the file lurker_emiss.blp:
lurker_emiss.blp
Image / Texture
22
war3mapimported/lurker_emiss.blp
Tick the box "Use Custom Path" and type in the correct path:
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
Done, you have imported the file lurker_emiss.blp.
Importing smokeAI.blp
Now Click the "Import File" Button:
Next select 'smokeAI.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
smokeAI.blp
Image / Texture
44
war3mapimported/smokeAI.blp
Double-click the file smokeAI.blp:
smokeAI.blp
Image / Texture
44
war3mapimported/smokeAI.blp
Tick the box "Use Custom Path" and type in the correct path:
smokeAI.blp
Image / Texture
44
smokeAI.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
Done, you have imported the file smokeAI.blp.
Importing storm_fx_dehaka_base_burrow_diff.blp
Now Click the "Import File" Button:
Next select 'storm_fx_dehaka_base_burrow_diff.blp' in the folder which you extracted from the zip archive:
Lurker
Lurker.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bloodybuildingbones.blp
lurker_diff.blp
lurker_emiss.blp
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.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.
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.blp
Image / Texture
276
war3mapimported/storm_fx_dehaka_base_burrow_diff.blp
Double-click the file storm_fx_dehaka_base_burrow_diff.blp:
storm_fx_dehaka_base_burrow_diff.blp
Image / Texture
276
war3mapimported/storm_fx_dehaka_base_burrow_diff.blp
Tick the box "Use Custom Path" and type in the correct path:
storm_fx_dehaka_base_burrow_diff.blp
Image / Texture
276
storm_fx_dehaka_base_burrow_diff.blp
The file has been properly added to the map archive:
Lurker.mdx
Model
466
war3mapimported/Lurker.mdx
BloodG.blp
Image / Texture
179
BloodG.blp
BloodH.blp
Image / Texture
171
BloodH.blp
BloodI.blp
Image / Texture
157
BloodI.blp
bloodybuildingbones.blp
Image / Texture
1,133
bloodybuildingbones.blp
lurker_diff.blp
Image / Texture
755
lurker_diff.blp
lurker_emiss.blp
Image / Texture
22
lurker_emiss.blp
smokeAI.blp
Image / Texture
44
smokeAI.blp
storm_fx_dehaka_base_burrow_diff.blp
Image / Texture
276
storm_fx_dehaka_base_burrow_diff.blp
Done, you have imported the file storm_fx_dehaka_base_burrow_diff.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.