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How to import S&S Lamp Post

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model S&S Lamp Post of the bundle S&S Lamp Post. 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 SS Lamp Post.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:

SS Lamp Post
HFMLampPost.mdx
HFTWood_tile.blp
HFTMetal_tile.blp
HFTGlow.blp
HFTWindow_off.blp
HFTBolt_tile.blp
HFTLog_cut.blp
HFTWindow_on.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 HFMLampPost.mdx

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx

Done, you have imported the file HFMLampPost.mdx.

Importing HFTBolt_tile.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
war3mapimported/HFTBolt_tile.blp

Double-click the file HFTBolt_tile.blp:

HFTBolt_tile.blp
Image / Texture
4
war3mapimported/HFTBolt_tile.blp

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

HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp

Done, you have imported the file HFTBolt_tile.blp.

Importing HFTGlow.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
war3mapimported/HFTGlow.blp

Double-click the file HFTGlow.blp:

HFTGlow.blp
Image / Texture
2
war3mapimported/HFTGlow.blp

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

HFTGlow.blp
Image / Texture
2
HFTGlow.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp

Done, you have imported the file HFTGlow.blp.

Importing HFTLog_cut.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
war3mapimported/HFTLog_cut.blp

Double-click the file HFTLog_cut.blp:

HFTLog_cut.blp
Image / Texture
17
war3mapimported/HFTLog_cut.blp

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

HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp

Done, you have imported the file HFTLog_cut.blp.

Importing HFTMetal_tile.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
war3mapimported/HFTMetal_tile.blp

Double-click the file HFTMetal_tile.blp:

HFTMetal_tile.blp
Image / Texture
15
war3mapimported/HFTMetal_tile.blp

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

HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp

Done, you have imported the file HFTMetal_tile.blp.

Importing HFTWindow_off.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
war3mapimported/HFTWindow_off.blp

Double-click the file HFTWindow_off.blp:

HFTWindow_off.blp
Image / Texture
5
war3mapimported/HFTWindow_off.blp

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

HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp

Done, you have imported the file HFTWindow_off.blp.

Importing HFTWindow_on.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp
HFTWindow_on.blp
Image / Texture
5
war3mapimported/HFTWindow_on.blp

Double-click the file HFTWindow_on.blp:

HFTWindow_on.blp
Image / Texture
5
war3mapimported/HFTWindow_on.blp

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

HFTWindow_on.blp
Image / Texture
5
HFTWindow_on.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp
HFTWindow_on.blp
Image / Texture
5
HFTWindow_on.blp

Done, you have imported the file HFTWindow_on.blp.

Importing HFTWood_tile.blp

Now Click the "Import File" Button:

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

SS Lamp Post
HFMLampPost.mdx
HFTBolt_tile.blp
HFTGlow.blp
HFTLog_cut.blp
HFTMetal_tile.blp
HFTWindow_off.blp
HFTWindow_on.blp
HFTWood_tile.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.

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp
HFTWindow_on.blp
Image / Texture
5
HFTWindow_on.blp
HFTWood_tile.blp
Image / Texture
15
war3mapimported/HFTWood_tile.blp

Double-click the file HFTWood_tile.blp:

HFTWood_tile.blp
Image / Texture
15
war3mapimported/HFTWood_tile.blp

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

HFTWood_tile.blp
Image / Texture
15
HFTWood_tile.blp

The file has been properly added to the map archive:

HFMLampPost.mdx
Model
30
war3mapimported/HFMLampPost.mdx
HFTBolt_tile.blp
Image / Texture
4
HFTBolt_tile.blp
HFTGlow.blp
Image / Texture
2
HFTGlow.blp
HFTLog_cut.blp
Image / Texture
17
HFTLog_cut.blp
HFTMetal_tile.blp
Image / Texture
15
HFTMetal_tile.blp
HFTWindow_off.blp
Image / Texture
5
HFTWindow_off.blp
HFTWindow_on.blp
Image / Texture
5
HFTWindow_on.blp
HFTWood_tile.blp
Image / Texture
15
HFTWood_tile.blp

Done, you have imported the file HFTWood_tile.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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