Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Town Hall-Dark Shrine X2 of the bundle Town Hall-Dark Shrine X2. 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 Voidspawn Building Pack.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 DarkShrineX2.mdx
Now Click the "Import File" Button:
Next select 'DarkShrineX2.mdx' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
SpikesForTheVoid.blp
VoidDemonGate.blp
VoidDoodads.blp
VoidRockChunks.blp
VoidRocksTop.blp
WayPortalGate.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
Done, you have imported the file DarkShrineX2.mdx.
Importing SpikesForTheVoid.blp
Now Click the "Import File" Button:
Next select 'SpikesForTheVoid.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
VoidDemonGate.blp
VoidDoodads.blp
VoidRockChunks.blp
VoidRocksTop.blp
WayPortalGate.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
war3mapimported/SpikesForTheVoid.blp
Double-click the file SpikesForTheVoid.blp:
SpikesForTheVoid.blp
Image / Texture
57
war3mapimported/SpikesForTheVoid.blp
Tick the box "Use Custom Path" and type in the correct path:
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
Done, you have imported the file SpikesForTheVoid.blp.
Importing VoidDemonGate.blp
Now Click the "Import File" Button:
Next select 'VoidDemonGate.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
SpikesForTheVoid.blp
VoidDoodads.blp
VoidRockChunks.blp
VoidRocksTop.blp
WayPortalGate.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
war3mapimported/VoidDemonGate.blp
Double-click the file VoidDemonGate.blp:
VoidDemonGate.blp
Image / Texture
112
war3mapimported/VoidDemonGate.blp
Tick the box "Use Custom Path" and type in the correct path:
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
Done, you have imported the file VoidDemonGate.blp.
Importing VoidDoodads.blp
Now Click the "Import File" Button:
Next select 'VoidDoodads.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
SpikesForTheVoid.blp
VoidDemonGate.blp
VoidRockChunks.blp
VoidRocksTop.blp
WayPortalGate.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
war3mapimported/VoidDoodads.blp
Double-click the file VoidDoodads.blp:
VoidDoodads.blp
Image / Texture
103
war3mapimported/VoidDoodads.blp
Tick the box "Use Custom Path" and type in the correct path:
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
Done, you have imported the file VoidDoodads.blp.
Importing VoidRockChunks.blp
Now Click the "Import File" Button:
Next select 'VoidRockChunks.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
SpikesForTheVoid.blp
VoidDemonGate.blp
VoidDoodads.blp
VoidRocksTop.blp
WayPortalGate.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
war3mapimported/VoidRockChunks.blp
Double-click the file VoidRockChunks.blp:
VoidRockChunks.blp
Image / Texture
73
war3mapimported/VoidRockChunks.blp
Tick the box "Use Custom Path" and type in the correct path:
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
Done, you have imported the file VoidRockChunks.blp.
Importing VoidRocksTop.blp
Now Click the "Import File" Button:
Next select 'VoidRocksTop.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
SpikesForTheVoid.blp
VoidDemonGate.blp
VoidDoodads.blp
VoidRockChunks.blp
WayPortalGate.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
VoidRocksTop.blp
Image / Texture
93
war3mapimported/VoidRocksTop.blp
Double-click the file VoidRocksTop.blp:
VoidRocksTop.blp
Image / Texture
93
war3mapimported/VoidRocksTop.blp
Tick the box "Use Custom Path" and type in the correct path:
VoidRocksTop.blp
Image / Texture
93
Textures/VoidRocksTop.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
VoidRocksTop.blp
Image / Texture
93
Textures/VoidRocksTop.blp
Done, you have imported the file VoidRocksTop.blp.
Importing WayPortalGate.blp
Now Click the "Import File" Button:
Next select 'WayPortalGate.blp' in the folder which you extracted from the zip archive:
Town Hall-Dark Shrine X2
DarkShrineX2.mdx
SpikesForTheVoid.blp
VoidDemonGate.blp
VoidDoodads.blp
VoidRockChunks.blp
VoidRocksTop.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.
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
VoidRocksTop.blp
Image / Texture
93
Textures/VoidRocksTop.blp
WayPortalGate.blp
Image / Texture
51
war3mapimported/WayPortalGate.blp
Double-click the file WayPortalGate.blp:
WayPortalGate.blp
Image / Texture
51
war3mapimported/WayPortalGate.blp
Tick the box "Use Custom Path" and type in the correct path:
WayPortalGate.blp
Image / Texture
51
Textures/WayPortalGate.blp
The file has been properly added to the map archive:
DarkShrineX2.mdx
Model
164
war3mapimported/DarkShrineX2.mdx
SpikesForTheVoid.blp
Image / Texture
57
Textures/SpikesForTheVoid.blp
VoidDemonGate.blp
Image / Texture
112
Textures/VoidDemonGate.blp
VoidDoodads.blp
Image / Texture
103
Textures/VoidDoodads.blp
VoidRockChunks.blp
Image / Texture
73
Textures/VoidRockChunks.blp
VoidRocksTop.blp
Image / Texture
93
Textures/VoidRocksTop.blp
WayPortalGate.blp
Image / Texture
51
Textures/WayPortalGate.blp
Done, you have imported the file WayPortalGate.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.