Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model UED_Firebat of the bundle UED_Firebat. 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_Firebat.mdx
Now Click the "Import File" Button:
Next select 'UED_Firebat.mdx' in the folder which you extracted from the zip archive:
UED_Firebat
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
Done, you have imported the file UED_Firebat.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_Firebat
UED_Firebat.mdx
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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_Firebat
UED_Firebat.mdx
BloodG.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.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 bunkerperditionupgrade_diffuse.blp
Now Click the "Import File" Button:
Next select 'bunkerperditionupgrade_diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
war3mapimported/bunkerperditionupgrade_diffuse.blp
Double-click the file bunkerperditionupgrade_diffuse.blp:
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
war3mapimported/bunkerperditionupgrade_diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
Done, you have imported the file bunkerperditionupgrade_diffuse.blp.
Importing bunkerperditionupgrade_emissive.blp
Now Click the "Import File" Button:
Next select 'bunkerperditionupgrade_emissive.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
war3mapimported/bunkerperditionupgrade_emissive.blp
Double-click the file bunkerperditionupgrade_emissive.blp:
bunkerperditionupgrade_emissive.blp
Image / Texture
54
war3mapimported/bunkerperditionupgrade_emissive.blp
Tick the box "Use Custom Path" and type in the correct path:
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Done, you have imported the file bunkerperditionupgrade_emissive.blp.
Importing Firebat_UED_Diffuse.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
war3mapimported/Firebat_UED_Diffuse.blp
Double-click the file Firebat_UED_Diffuse.blp:
Firebat_UED_Diffuse.blp
Image / Texture
104
war3mapimported/Firebat_UED_Diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Done, you have imported the file Firebat_UED_Diffuse.blp.
Importing Firebat_UED_Emissive.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Emissive.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
war3mapimported/Firebat_UED_Emissive.blp
Double-click the file Firebat_UED_Emissive.blp:
Firebat_UED_Emissive.blp
Image / Texture
57
war3mapimported/Firebat_UED_Emissive.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Done, you have imported the file Firebat_UED_Emissive.blp.
Importing Firebat_UED_Extra2_Diffuse.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Extra2_Diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
war3mapimported/Firebat_UED_Extra2_Diffuse.blp
Double-click the file Firebat_UED_Extra2_Diffuse.blp:
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
war3mapimported/Firebat_UED_Extra2_Diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Done, you have imported the file Firebat_UED_Extra2_Diffuse.blp.
Importing Firebat_UED_Extra_Diffuse.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Extra_Diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
war3mapimported/Firebat_UED_Extra_Diffuse.blp
Double-click the file Firebat_UED_Extra_Diffuse.blp:
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
war3mapimported/Firebat_UED_Extra_Diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Done, you have imported the file Firebat_UED_Extra_Diffuse.blp.
Importing Firebat_UED_Extra_Emissive.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Extra_Emissive.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
war3mapimported/Firebat_UED_Extra_Emissive.blp
Double-click the file Firebat_UED_Extra_Emissive.blp:
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
war3mapimported/Firebat_UED_Extra_Emissive.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Done, you have imported the file Firebat_UED_Extra_Emissive.blp.
Importing Firebat_UED_Head_Diffuse.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Head_Diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
war3mapimported/Firebat_UED_Head_Diffuse.blp
Double-click the file Firebat_UED_Head_Diffuse.blp:
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
war3mapimported/Firebat_UED_Head_Diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Done, you have imported the file Firebat_UED_Head_Diffuse.blp.
Importing Firebat_UED_Head_Emissive.blp
Now Click the "Import File" Button:
Next select 'Firebat_UED_Head_Emissive.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
war3mapimported/Firebat_UED_Head_Emissive.blp
Double-click the file Firebat_UED_Head_Emissive.blp:
Firebat_UED_Head_Emissive.blp
Image / Texture
29
war3mapimported/Firebat_UED_Head_Emissive.blp
Tick the box "Use Custom Path" and type in the correct path:
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
Done, you have imported the file Firebat_UED_Head_Emissive.blp.
Importing maraudermercenary_diffuse.blp
Now Click the "Import File" Button:
Next select 'maraudermercenary_diffuse.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
war3mapimported/maraudermercenary_diffuse.blp
Double-click the file maraudermercenary_diffuse.blp:
maraudermercenary_diffuse.blp
Image / Texture
118
war3mapimported/maraudermercenary_diffuse.blp
Tick the box "Use Custom Path" and type in the correct path:
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
Done, you have imported the file maraudermercenary_diffuse.blp.
Importing newboom1.blp
Now Click the "Import File" Button:
Next select 'newboom1.blp' in the folder which you extracted from the zip archive:
UED_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
smokeAI.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
newboom1.blp
Image / Texture
107
war3mapimported/newboom1.blp
Double-click the file newboom1.blp:
newboom1.blp
Image / Texture
107
war3mapimported/newboom1.blp
Tick the box "Use Custom Path" and type in the correct path:
newboom1.blp
Image / Texture
107
newboom1.blp
The file has been properly added to the map archive:
UED_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
newboom1.blp
Image / Texture
107
newboom1.blp
Done, you have imported the file newboom1.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_Firebat
UED_Firebat.mdx
BloodG.blp
BloodH.blp
BloodI.blp
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
newboom1.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
newboom1.blp
Image / Texture
107
newboom1.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_Firebat.mdx
Model
353
war3mapimported/UED_Firebat.mdx
BloodG.blp
Image / Texture
117
BloodG.blp
BloodH.blp
Image / Texture
108
BloodH.blp
BloodI.blp
Image / Texture
94
BloodI.blp
bunkerperditionupgrade_diffuse.blp
Image / Texture
149
bunkerperditionupgrade_diffuse.blp
bunkerperditionupgrade_emissive.blp
Image / Texture
54
bunkerperditionupgrade_emissive.blp
Firebat_UED_Diffuse.blp
Image / Texture
104
Firebat_UED_Diffuse.blp
Firebat_UED_Emissive.blp
Image / Texture
57
Firebat_UED_Emissive.blp
Firebat_UED_Extra2_Diffuse.blp
Image / Texture
151
Firebat_UED_Extra2_Diffuse.blp
Firebat_UED_Extra_Diffuse.blp
Image / Texture
131
Firebat_UED_Extra_Diffuse.blp
Firebat_UED_Extra_Emissive.blp
Image / Texture
74
Firebat_UED_Extra_Emissive.blp
Firebat_UED_Head_Diffuse.blp
Image / Texture
236
Firebat_UED_Head_Diffuse.blp
Firebat_UED_Head_Emissive.blp
Image / Texture
29
Firebat_UED_Head_Emissive.blp
maraudermercenary_diffuse.blp
Image / Texture
118
maraudermercenary_diffuse.blp
newboom1.blp
Image / Texture
107
newboom1.blp
smokeAI.blp
Image / Texture
9
smokeAI.blp
Done, you have imported the file smokeAI.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.