Efficiently moving assets from Ultimate Terraining Map?

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Once again, I'm sorry if this seems like a basic question but once again, I have spent hours looking for answers and trying to figure it out with no luck. I DID figure out how to make the ultimate terraining map into a folder and move files into another map's folder. Okay, BUT, I can't see any of the models in my folder browser, so I can't see wtf I am doing. I can't see what I am moving. So I tried to place them down in the UTM and see what I like and then write down each specific model ID and name that I like. But when I go to move the files I like, the files are not called the same things! I couldn't find the word "debris" in all of the assets of the UTM even though that is what the thing was called when I used it in the editor, for example.

I also tried looking at the MDX files with the model editor but it shows the model with no skin and I can't tell if I like it or even what it is. And I would have to open up each MDX I MIGHT like one at a time...this is going to take years! How do people use the UTM??

Tyvm

EDIT: I also tried simply copy pasting but that didn't work, file not found. Maybe it worked back in 2009 where I saw that was recommended but doesn't work now. I ALSO tried using the import manager. Again, you can't preview anything, but maybe I could pick out the asset names there? Nope, the names are different. No "debris", no "lighting", etc.
 
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In Object Editor, you can click on Doodads and then click on File > Export Doodad Settings. Then, in your map, do the same but instead choose File > Import Doodad Settings. These object definitions are probably the missing link based on what you are saying.
 
TY! I laid a few doodads down on the UTM, then selected them, clicked export doodad settings and saved a doodad file. I opened up my other map and imported this doodad file, and a TON of pink entries appeared. It seems to have imported all UTM doodads which is what I'm trying to avoid. I'm trying to import just the ones I want.
 
TY! I laid a few doodads down on the UTM, then selected them, clicked export doodad settings and saved a doodad file. I opened up my other map and imported this doodad file, and a TON of pink entries appeared. It seems to have imported all UTM doodads which is what I'm trying to avoid. I'm trying to import just the ones I want.
As far I know, importing a ".w3b Doodad" file will clear out all existing Doodads. Also, the pink entries is likely because your imported asset paths don't match the paths being used on the Doodad Models from within the Object Editor.

Anyway, I created and attached a simple tool for transferring Doodads. Note that it'll only work on Windows (for now) and I can't promise that it's safe either, as I relied heavily on ChatGPT and am new to modifying these map files. In my tests it seemed to preserve all existing map data but I can't promise that it won't "hiccup" and corrupt something.

Make a backup of your map before you try to use it!
I hereby absolve myself from all responsibility. :peasant-grin:


Some requirements/notes about it:

1. You may need to change the name of the custom Doodad for it to be recognized by the tool. Default names may be ignored, I forgot to test this.

2. Make sure that the maps aren't open when using this tool. I haven't tested this but it seems dangerous.

3. If a Doodad uses a custom imported .mdx file for it's Model then the tool will attempt to transfer that as well.
However, the file must be in the Source map's war3mapImported folder. From my tests, it seemed like manually imported assets are placed in the root folder, in which case you'll want to drag them into your war3mapImported folder for this feature to work. Also, the tool can only find the file that the Doodad is using as it's Model, it's unaware of any associated files like Portraits or Textures.

4. I could try to add other Object Editor data in the future if you're interested. That means Destructables, Units, etc. But I'll likely only do it if it's not a nightmare to deal with, lol.
 

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