This is an automatically generated tutorial. It will guide you through the process of importing the model Showa Baragon of the bundle Showa Baragon. 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.
I am assuming that you have already downloaded the file Showa Baragon.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:
Now Click the "Import File" Button:
Next select 'Baragon.mdx' in the folder which you extracted from the zip archive:
The file has been properly added to the map archive:
Done, you have imported the file Baragon.mdx.
Now Click the "Import File" Button:
Next select 'BaragonClaws.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonClaws.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonClaws.blp.
Now Click the "Import File" Button:
Next select 'BaragonEye.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonEye.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonEye.blp.
Now Click the "Import File" Button:
Next select 'BaragonFlesh.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonFlesh.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonFlesh.blp.
Now Click the "Import File" Button:
Next select 'BaragonGums.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonGums.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonGums.blp.
Now Click the "Import File" Button:
Next select 'BaragonHorns.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonHorns.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonHorns.blp.
Now Click the "Import File" Button:
Next select 'BaragonTeeth.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonTeeth.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonTeeth.blp.
Now Click the "Import File" Button:
Next select 'BaragonTounge.blp' in the folder which you extracted from the zip archive:
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.
Double-click the file BaragonTounge.blp:
Tick the box "Use Custom Path" and type in the correct path:
The file has been properly added to the map archive:
Done, you have imported the file BaragonTounge.blp.
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: