How to import Warhound_Heavens_COOP

Introduction

This is an automatically generated tutorial. It will guide you through the process of importing the model Warhound_Heavens_COOP of the bundle Warhound_Heavens_COOP. 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 Tychus Mercenary Squad (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:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.blp
warhound_heavens_coop_cape_diff.blp
newboom1.blp

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 Warhound_Heavens_COOP.mdx

Now Click the "Import File" Button:

Next select 'Warhound_Heavens_COOP.mdx' in the folder which you extracted from the zip archive:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
newboom1.blp
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.blp

The file has been properly added to the map archive:

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx

Done, you have imported the file Warhound_Heavens_COOP.mdx.

Importing newboom1.blp

Now Click the "Import File" Button:

Next select 'newboom1.blp' in the folder which you extracted from the zip archive:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
newboom1.blp
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.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.

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
war3mapimported/newboom1.blp

Double-click the file newboom1.blp:

newboom1.blp
Image / Texture
81
war3mapimported/newboom1.blp

Tick the box "Use Custom Path" and type in the correct path:

newboom1.blp
Image / Texture
81
newboom1.blp

The file has been properly added to the map archive:

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp

Done, you have imported the file newboom1.blp.

Importing warhound_heavens_coop_cape_diff.blp

Now Click the "Import File" Button:

Next select 'warhound_heavens_coop_cape_diff.blp' in the folder which you extracted from the zip archive:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
newboom1.blp
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.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.

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
war3mapimported/warhound_heavens_coop_cape_diff.blp

Double-click the file warhound_heavens_coop_cape_diff.blp:

warhound_heavens_coop_cape_diff.blp
Image / Texture
792
war3mapimported/warhound_heavens_coop_cape_diff.blp

Tick the box "Use Custom Path" and type in the correct path:

warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp

The file has been properly added to the map archive:

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp

Done, you have imported the file warhound_heavens_coop_cape_diff.blp.

Importing warhound_heavens_coop_diff.blp

Now Click the "Import File" Button:

Next select 'warhound_heavens_coop_diff.blp' in the folder which you extracted from the zip archive:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
newboom1.blp
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.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.

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
Image / Texture
1,210
war3mapimported/warhound_heavens_coop_diff.blp

Double-click the file warhound_heavens_coop_diff.blp:

warhound_heavens_coop_diff.blp
Image / Texture
1,210
war3mapimported/warhound_heavens_coop_diff.blp

Tick the box "Use Custom Path" and type in the correct path:

warhound_heavens_coop_diff.blp
Image / Texture
1,210
warhound_heavens_coop_diff.blp

The file has been properly added to the map archive:

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
Image / Texture
1,210
warhound_heavens_coop_diff.blp

Done, you have imported the file warhound_heavens_coop_diff.blp.

Importing warhound_heavens_coop_emis.blp

Now Click the "Import File" Button:

Next select 'warhound_heavens_coop_emis.blp' in the folder which you extracted from the zip archive:

Warhound_Heavens_COOP
Warhound_Heavens_COOP.mdx
newboom1.blp
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.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.

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
Image / Texture
1,210
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.blp
Image / Texture
88
war3mapimported/warhound_heavens_coop_emis.blp

Double-click the file warhound_heavens_coop_emis.blp:

warhound_heavens_coop_emis.blp
Image / Texture
88
war3mapimported/warhound_heavens_coop_emis.blp

Tick the box "Use Custom Path" and type in the correct path:

warhound_heavens_coop_emis.blp
Image / Texture
88
warhound_heavens_coop_emis.blp

The file has been properly added to the map archive:

Warhound_Heavens_COOP.mdx
Model
483
war3mapimported/Warhound_Heavens_COOP.mdx
newboom1.blp
Image / Texture
81
newboom1.blp
warhound_heavens_coop_cape_diff.blp
Image / Texture
792
warhound_heavens_coop_cape_diff.blp
warhound_heavens_coop_diff.blp
Image / Texture
1,210
warhound_heavens_coop_diff.blp
warhound_heavens_coop_emis.blp
Image / Texture
88
warhound_heavens_coop_emis.blp

Done, you have imported the file warhound_heavens_coop_emis.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.
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