Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model UED_Agent_V2 of the bundle UED_Agent_V2. 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 UED Terran Unit Pack (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 UED_Agent_V2.mdx
Now Click the "Import File" Button:
Next select 'UED_Agent_V2.mdx' in the folder which you extracted from the zip archive:
UED_Agent_V2
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
Done, you have imported the file UED_Agent_V2.mdx.
Importing BloodG.blp
Now Click the "Import File" Button:
Next select 'BloodG.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
war3mapimported/BloodG.blp
Double-click the file BloodG.blp:
BloodG.blp
Image / Texture
117
war3mapimported/BloodG.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodG.blp
Image / Texture
117
BloodG.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
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:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
war3mapimported/BloodH.blp
Double-click the file BloodH.blp:
BloodH.blp
Image / Texture
108
war3mapimported/BloodH.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodH.blp
Image / Texture
108
BloodH.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
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:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
war3mapimported/BloodI.blp
Double-click the file BloodI.blp:
BloodI.blp
Image / Texture
94
war3mapimported/BloodI.blp
Tick the box "Use Custom Path" and type in the correct path:
BloodI.blp
Image / Texture
94
BloodI.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
Done, you have imported the file BloodI.blp.
Importing infestor_UED_diffuse.blp
Now Click the "Import File" Button:
Next select 'infestor_UED_diffuse.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
war3mapimported/infestor_UED_diffuse.blp
Double-click the file infestor_UED_diffuse.blp:
infestor_UED_diffuse.blp
Image / Texture
83
war3mapimported/infestor_UED_diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
Done, you have imported the file infestor_UED_diffuse.blp.
Importing mutalisk_rcz_emis.blp
Now Click the "Import File" Button:
Next select 'mutalisk_rcz_emis.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
war3mapimported/mutalisk_rcz_emis.blp
Double-click the file mutalisk_rcz_emis.blp:
mutalisk_rcz_emis.blp
Image / Texture
18
war3mapimported/mutalisk_rcz_emis.blp
Tick the box "Use Custom Path" and type in the correct path:
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
Done, you have imported the file mutalisk_rcz_emis.blp.
Importing mutalisk_UED_diff.blp
Now Click the "Import File" Button:
Next select 'mutalisk_UED_diff.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
war3mapimported/mutalisk_UED_diff.blp
Double-click the file mutalisk_UED_diff.blp:
mutalisk_UED_diff.blp
Image / Texture
103
war3mapimported/mutalisk_UED_diff.blp
Tick the box "Use Custom Path" and type in the correct path:
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
Done, you have imported the file mutalisk_UED_diff.blp.
Importing ShotFire1.blp
Now Click the "Import File" Button:
Next select 'ShotFire1.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
smokeAI.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
war3mapimported/ShotFire1.blp
Double-click the file ShotFire1.blp:
ShotFire1.blp
Image / Texture
9
war3mapimported/ShotFire1.blp
Tick the box "Use Custom Path" and type in the correct path:
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
Done, you have imported the file ShotFire1.blp.
Importing smokeAI.blp
Now Click the "Import File" Button:
Next select 'smokeAI.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
UED_ghost_diff.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
war3mapimported/smokeAI.blp
Double-click the file smokeAI.blp:
smokeAI.blp
Image / Texture
9
war3mapimported/smokeAI.blp
Tick the box "Use Custom Path" and type in the correct path:
smokeAI.blp
Image / Texture
9
smokeAI.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
Done, you have imported the file smokeAI.blp.
Importing UED_ghost_diff.blp
Now Click the "Import File" Button:
Next select 'UED_ghost_diff.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_emiss.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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
UED_ghost_diff.blp
Image / Texture
163
war3mapimported/UED_ghost_diff.blp
Double-click the file UED_ghost_diff.blp:
UED_ghost_diff.blp
Image / Texture
163
war3mapimported/UED_ghost_diff.blp
Tick the box "Use Custom Path" and type in the correct path:
UED_ghost_diff.blp
Image / Texture
163
UED_ghost_diff.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
UED_ghost_diff.blp
Image / Texture
163
UED_ghost_diff.blp
Done, you have imported the file UED_ghost_diff.blp.
Importing UED_ghost_emiss.blp
Now Click the "Import File" Button:
Next select 'UED_ghost_emiss.blp' in the folder which you extracted from the zip archive:
UED_Agent_V2
UED_Agent_V2.mdx
BloodG.blp
BloodH.blp
BloodI.blp
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
ShotFire1.blp
smokeAI.blp
UED_ghost_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.
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
UED_ghost_diff.blp
Image / Texture
163
UED_ghost_diff.blp
UED_ghost_emiss.blp
Image / Texture
32
war3mapimported/UED_ghost_emiss.blp
Double-click the file UED_ghost_emiss.blp:
UED_ghost_emiss.blp
Image / Texture
32
war3mapimported/UED_ghost_emiss.blp
Tick the box "Use Custom Path" and type in the correct path:
UED_ghost_emiss.blp
Image / Texture
32
UED_ghost_emiss.blp
The file has been properly added to the map archive:
UED_Agent_V2.mdx
Model
242
war3mapimported/UED_Agent_V2.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
infestor_UED_diffuse.blp
Image / Texture
83
infestor_UED_diffuse.blp
mutalisk_rcz_emis.blp
Image / Texture
18
mutalisk_rcz_emis.blp
mutalisk_UED_diff.blp
Image / Texture
103
mutalisk_UED_diff.blp
ShotFire1.blp
Image / Texture
9
ShotFire1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
UED_ghost_diff.blp
Image / Texture
163
UED_ghost_diff.blp
UED_ghost_emiss.blp
Image / Texture
32
UED_ghost_emiss.blp
Done, you have imported the file UED_ghost_emiss.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.