Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Skar Redoran of the bundle Skar Redoran. 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 Skar Redoran.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 Redoran_Scar.mdx
Now Click the "Import File" Button:
Next select 'Redoran_Scar.mdx' in the folder which you extracted from the zip archive:
Skar Redoran
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
Done, you have imported the file Redoran_Scar.mdx.
Importing TX_AR_EDGE_01.blp
Now Click the "Import File" Button:
Next select 'TX_AR_EDGE_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
war3mapimported/TX_AR_EDGE_01.blp
Double-click the file TX_AR_EDGE_01.blp:
TX_AR_EDGE_01.blp
Image / Texture
57
war3mapimported/TX_AR_EDGE_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
Done, you have imported the file TX_AR_EDGE_01.blp.
Importing TX_AR_OUTEREDGE_01.blp
Now Click the "Import File" Button:
Next select 'TX_AR_OUTEREDGE_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
war3mapimported/TX_AR_OUTEREDGE_01.blp
Double-click the file TX_AR_OUTEREDGE_01.blp:
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
war3mapimported/TX_AR_OUTEREDGE_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
Done, you have imported the file TX_AR_OUTEREDGE_01.blp.
Importing TX_AR_RIB_01.blp
Now Click the "Import File" Button:
Next select 'TX_AR_RIB_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
war3mapimported/TX_AR_RIB_01.blp
Double-click the file TX_AR_RIB_01.blp:
TX_AR_RIB_01.blp
Image / Texture
50
war3mapimported/TX_AR_RIB_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
Done, you have imported the file TX_AR_RIB_01.blp.
Importing TX_AR_RIB_01A.blp
Now Click the "Import File" Button:
Next select 'TX_AR_RIB_01A.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
war3mapimported/TX_AR_RIB_01A.blp
Double-click the file TX_AR_RIB_01A.blp:
TX_AR_RIB_01A.blp
Image / Texture
51
war3mapimported/TX_AR_RIB_01A.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
Done, you have imported the file TX_AR_RIB_01A.blp.
Importing TX_AR_SHELL_01.blp
Now Click the "Import File" Button:
Next select 'TX_AR_SHELL_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
war3mapimported/TX_AR_SHELL_01.blp
Double-click the file TX_AR_SHELL_01.blp:
TX_AR_SHELL_01.blp
Image / Texture
50
war3mapimported/TX_AR_SHELL_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
Done, you have imported the file TX_AR_SHELL_01.blp.
Importing TX_AR_SPOTS_01.blp
Now Click the "Import File" Button:
Next select 'TX_AR_SPOTS_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
war3mapimported/TX_AR_SPOTS_01.blp
Double-click the file TX_AR_SPOTS_01.blp:
TX_AR_SPOTS_01.blp
Image / Texture
52
war3mapimported/TX_AR_SPOTS_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
Done, you have imported the file TX_AR_SPOTS_01.blp.
Importing TX_KEYHOLE_04.blp
Now Click the "Import File" Button:
Next select 'TX_KEYHOLE_04.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
war3mapimported/TX_KEYHOLE_04.blp
Double-click the file TX_KEYHOLE_04.blp:
TX_KEYHOLE_04.blp
Image / Texture
4
war3mapimported/TX_KEYHOLE_04.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
Done, you have imported the file TX_KEYHOLE_04.blp.
Importing TX_METAL_STRIP_01.blp
Now Click the "Import File" Button:
Next select 'TX_METAL_STRIP_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
war3mapimported/TX_METAL_STRIP_01.blp
Double-click the file TX_METAL_STRIP_01.blp:
TX_METAL_STRIP_01.blp
Image / Texture
7
war3mapimported/TX_METAL_STRIP_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
Done, you have imported the file TX_METAL_STRIP_01.blp.
Importing TX_METAL_STRIP_02.blp
Now Click the "Import File" Button:
Next select 'TX_METAL_STRIP_02.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
war3mapimported/TX_METAL_STRIP_02.blp
Double-click the file TX_METAL_STRIP_02.blp:
TX_METAL_STRIP_02.blp
Image / Texture
7
war3mapimported/TX_METAL_STRIP_02.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
Done, you have imported the file TX_METAL_STRIP_02.blp.
Importing TX_R_DOOR_03.blp
Now Click the "Import File" Button:
Next select 'TX_R_DOOR_03.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
war3mapimported/TX_R_DOOR_03.blp
Double-click the file TX_R_DOOR_03.blp:
TX_R_DOOR_03.blp
Image / Texture
41
war3mapimported/TX_R_DOOR_03.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
Done, you have imported the file TX_R_DOOR_03.blp.
Importing TX_REDORAN_D_EDGE_01.blp
Now Click the "Import File" Button:
Next select 'TX_REDORAN_D_EDGE_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_DOOR_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
war3mapimported/TX_REDORAN_D_EDGE_01.blp
Double-click the file TX_REDORAN_D_EDGE_01.blp:
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
war3mapimported/TX_REDORAN_D_EDGE_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
TX_REDORAN_D_EDGE_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
TX_REDORAN_D_EDGE_01.blp
Done, you have imported the file TX_REDORAN_D_EDGE_01.blp.
Importing TX_REDORAN_DOOR_01.blp
Now Click the "Import File" Button:
Next select 'TX_REDORAN_DOOR_01.blp' in the folder which you extracted from the zip archive:
Skar Redoran
Redoran_Scar.mdx
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.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.
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.blp
Image / Texture
14
war3mapimported/TX_REDORAN_DOOR_01.blp
Double-click the file TX_REDORAN_DOOR_01.blp:
TX_REDORAN_DOOR_01.blp
Image / Texture
14
war3mapimported/TX_REDORAN_DOOR_01.blp
Tick the box "Use Custom Path" and type in the correct path:
TX_REDORAN_DOOR_01.blp
Image / Texture
14
TX_REDORAN_DOOR_01.blp
The file has been properly added to the map archive:
Redoran_Scar.mdx
Model
200
war3mapimported/Redoran_Scar.mdx
TX_AR_EDGE_01.blp
Image / Texture
57
TX_AR_EDGE_01.blp
TX_AR_OUTEREDGE_01.blp
Image / Texture
98
TX_AR_OUTEREDGE_01.blp
TX_AR_RIB_01.blp
Image / Texture
50
TX_AR_RIB_01.blp
TX_AR_RIB_01A.blp
Image / Texture
51
TX_AR_RIB_01A.blp
TX_AR_SHELL_01.blp
Image / Texture
50
TX_AR_SHELL_01.blp
TX_AR_SPOTS_01.blp
Image / Texture
52
TX_AR_SPOTS_01.blp
TX_KEYHOLE_04.blp
Image / Texture
4
TX_KEYHOLE_04.blp
TX_METAL_STRIP_01.blp
Image / Texture
7
TX_METAL_STRIP_01.blp
TX_METAL_STRIP_02.blp
Image / Texture
7
TX_METAL_STRIP_02.blp
TX_R_DOOR_03.blp
Image / Texture
41
TX_R_DOOR_03.blp
TX_REDORAN_D_EDGE_01.blp
Image / Texture
24
TX_REDORAN_D_EDGE_01.blp
TX_REDORAN_DOOR_01.blp
Image / Texture
14
TX_REDORAN_DOOR_01.blp
Done, you have imported the file TX_REDORAN_DOOR_01.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.