Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Water Elemental (Classic) [COLOR VARIATIONS] of the bundle Water Elemental (Classic) [COLOR VARIATIONS]. 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 Water Elemental (Classic) COLOR VARIATIONS.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 WaterElemental.mdx
Now Click the "Import File" Button:
Next select 'WaterElemental.mdx' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.blp
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
Done, you have imported the file WaterElemental.mdx.
Importing dust1.blp
Now Click the "Import File" Button:
Next select 'dust1.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
war3mapimported/dust1.blp
Double-click the file dust1.blp:
dust1.blp
Image / Texture
1
war3mapimported/dust1.blp
Tick the box "Use Custom Path" and type in the correct path:
dust1.blp
Image / Texture
1
DUST1.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Done, you have imported the file dust1.blp.
Importing Dust5Awater02.blp
Now Click the "Import File" Button:
Next select 'Dust5Awater02.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
war3mapimported/Dust5Awater02.blp
Double-click the file Dust5Awater02.blp:
Dust5Awater02.blp
Image / Texture
6
war3mapimported/Dust5Awater02.blp
Tick the box "Use Custom Path" and type in the correct path:
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Done, you have imported the file Dust5Awater02.blp.
Importing Shockwave10.blp
Now Click the "Import File" Button:
Next select 'Shockwave10.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
war3mapimported/Shockwave10.blp
Double-click the file Shockwave10.blp:
Shockwave10.blp
Image / Texture
8
war3mapimported/Shockwave10.blp
Tick the box "Use Custom Path" and type in the correct path:
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
Done, you have imported the file Shockwave10.blp.
Importing WaterElemental_Skin01.blp
Now Click the "Import File" Button:
Next select 'WaterElemental_Skin01.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
war3mapimported/WaterElemental_Skin01.blp
Double-click the file WaterElemental_Skin01.blp:
WaterElemental_Skin01.blp
Image / Texture
66
war3mapimported/WaterElemental_Skin01.blp
Tick the box "Use Custom Path" and type in the correct path:
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
Done, you have imported the file WaterElemental_Skin01.blp.
Importing WaterElementalReflect.blp
Now Click the "Import File" Button:
Next select 'WaterElementalReflect.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
war3mapimported/WaterElementalReflect.blp
Double-click the file WaterElementalReflect.blp:
WaterElementalReflect.blp
Image / Texture
2
war3mapimported/WaterElementalReflect.blp
Tick the box "Use Custom Path" and type in the correct path:
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
Done, you have imported the file WaterElementalReflect.blp.
Importing watersplash01.blp
Now Click the "Import File" Button:
Next select 'watersplash01.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
war3mapimported/watersplash01.blp
Double-click the file watersplash01.blp:
watersplash01.blp
Image / Texture
5
war3mapimported/watersplash01.blp
Tick the box "Use Custom Path" and type in the correct path:
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
Done, you have imported the file watersplash01.blp.
Importing watersplashArm.blp
Now Click the "Import File" Button:
Next select 'watersplashArm.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm2.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
war3mapimported/watersplashArm.blp
Double-click the file watersplashArm.blp:
watersplashArm.blp
Image / Texture
4
war3mapimported/watersplashArm.blp
Tick the box "Use Custom Path" and type in the correct path:
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
Done, you have imported the file watersplashArm.blp.
Importing watersplashArm2.blp
Now Click the "Import File" Button:
Next select 'watersplashArm2.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashbase.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
war3mapimported/watersplashArm2.blp
Double-click the file watersplashArm2.blp:
watersplashArm2.blp
Image / Texture
4
war3mapimported/watersplashArm2.blp
Tick the box "Use Custom Path" and type in the correct path:
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
Done, you have imported the file watersplashArm2.blp.
Importing watersplashbase.blp
Now Click the "Import File" Button:
Next select 'watersplashbase.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
WhiteRingNoiseWater.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
watersplashbase.blp
Image / Texture
4
war3mapimported/watersplashbase.blp
Double-click the file watersplashbase.blp:
watersplashbase.blp
Image / Texture
4
war3mapimported/watersplashbase.blp
Tick the box "Use Custom Path" and type in the correct path:
watersplashbase.blp
Image / Texture
4
WATERSPLASHBASE.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
watersplashbase.blp
Image / Texture
4
WATERSPLASHBASE.BLP
Done, you have imported the file watersplashbase.blp.
Importing WhiteRingNoiseWater.blp
Now Click the "Import File" Button:
Next select 'WhiteRingNoiseWater.blp' in the folder which you extracted from the zip archive:
Water Elemental (Classic) COLOR VARIATIONS
WaterElemental.mdx
dust1.blp
Dust5Awater02.blp
Shockwave10.blp
WaterElemental_Skin01.blp
WaterElementalReflect.blp
watersplash01.blp
watersplashArm.blp
watersplashArm2.blp
watersplashbase.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.
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
watersplashbase.blp
Image / Texture
4
WATERSPLASHBASE.BLP
WhiteRingNoiseWater.blp
Image / Texture
11
war3mapimported/WhiteRingNoiseWater.blp
Double-click the file WhiteRingNoiseWater.blp:
WhiteRingNoiseWater.blp
Image / Texture
11
war3mapimported/WhiteRingNoiseWater.blp
Tick the box "Use Custom Path" and type in the correct path:
WhiteRingNoiseWater.blp
Image / Texture
11
WHITERINGNOISEWATER.BLP
The file has been properly added to the map archive:
WaterElemental.mdx
Model
932
war3mapimported/WaterElemental.mdx
dust1.blp
Image / Texture
1
DUST1.BLP
Dust5Awater02.blp
Image / Texture
6
DUST5AWATER02.BLP
Shockwave10.blp
Image / Texture
8
SHOCKWAVE10.BLP
WaterElemental_Skin01.blp
Image / Texture
66
WaterElemental_Skin01.blp
WaterElementalReflect.blp
Image / Texture
2
WATERELEMENTALREFLECT.BLP
watersplash01.blp
Image / Texture
5
WATERSPLASH01.BLP
watersplashArm.blp
Image / Texture
4
WATERSPLASHARM.BLP
watersplashArm2.blp
Image / Texture
4
WATERSPLASHARM2.BLP
watersplashbase.blp
Image / Texture
4
WATERSPLASHBASE.BLP
WhiteRingNoiseWater.blp
Image / Texture
11
WHITERINGNOISEWATER.BLP
Done, you have imported the file WhiteRingNoiseWater.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.