1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  4. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  5. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  6. The results are out! Check them out.
    Dismiss Notice
  7. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  8. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Importing Models, Skins and Icons.

Discussion in 'Miscellaneous Tutorials' started by Traxamillion, Mar 7, 2010.

  1. Traxamillion

    Traxamillion

    Joined:
    Sep 14, 2007
    Messages:
    1,387
    Resources:
    5
    Models:
    1
    Icons:
    3
    Tutorials:
    1
    Resources:
    5
    Importing Models, Skins and Icons
    A Picture book for the new and weary.

    I made this tutorial for a few reasons, I want to create an extremely basic way to do import these resources with detailed information along with visual aides. Numerous times people enter the chat wondering how to import these files, after saying read the tutorials hundreds of times I always get the same reply "It makes no sense" or "I did"

    This tutorial will NOT discuss importing tilesets, UI, or any other custom resources that do not fall under the category of the title.


    Basic Terminology:

    .zip - The most common means of a compressed folder

    .rar - A compressed folder, accessed by “7zip” and “Winrar”

    .7z - A compressed folder, accessed by the program “7zip”

    .mdx - The standard path used by Blizzard for all models within the WC3 engine.

    .mdl - A model when it is still in its beta phase, for editing and reworking, prior to a .mdx

    .tga - Texture path that can be opened in various art tools, a texture will be this before converting to a .blp

    .blp - Blizzard’s texture path used in the WC3 engine.

    Texture/skin - a recreated “skin” for a currently existing model, standard or custom.

    Helpful Tools:

    Magos Model Editor (Modeling)

    Warcraft 3 Viewer (Modeling/Skinning)

    Button Manager (Icon)


    Models

    Here is the resource I’m going to use; Cavman and Hawkwing’s Dire Troll

    Model
    [​IMG]



    Step by Step Importing

    Step 1: Open the Import Manager of your map within World Editor

    [​IMG]

    Step 2: Make sure you unzip, unrar your compressed file before importing.

    Step 3: use the Import button to locate your custom resource file and click open or double click on the containing files
    It should look like this;

    Containing File
    [​IMG]


    Imported File(s)
    [​IMG]


    Step 4: Now you want to set the correct paths to the model files (.mdx) and the texture files (.blp)

    Revised File Paths
    [​IMG]


    PLEASE NOTE: Always erase the “wc3imported” part of an imported resource, Also if you are unaware of a model’s texture paths, either view the readme.txt file in the model folder or use Magos’ Texture Manager to view its path.

    Step 5: Applying the model, Within the units tab of the object editor either make a custom unit, or use an existing one, click on the unit. Find “Art-Model File” and double click. Click the import button and scroll down and apply the .mdx file, not the portrait. (Portraits do not need to be applied only imported)

    New Model Value
    [​IMG]


    Step 6: IMPORTANT, in order for the model to show in game, without looking like a big green and black box, you must SAVE your map and close World Editor, then reopen the map in World Editor.

    Step 7: Find your unit in the unit palette and place it wherever.

    Success!
    [​IMG]



    Skins/Textures

    Here is the resource i'm going to use; Red Shift's Timberwolf (Replacing Dire Wolf)

    Skin/Texture
    [​IMG]


    Step by Step Importing

    Step 1: Open the Import Manager of your map within World Editor

    [​IMG]

    Step 2: Make sure you unzip, unrar your compressed file before importing.

    Step 3: use the Import button to locate your custom resource file and click open or double click on the containing files
    It should look like this;

    Containing File
    [​IMG]


    Imported File(s)
    [​IMG]


    Step 4: Now you want to set the correct paths to the texture files (.blp)

    NOTE: Skins/Textures have SET paths and only use ONE certain path when it comes to editing a pre-existing model skin. You can go to the skin section here at the hive and find a skin that is used for the same model to find the path in case you don't know it. Also use Magos Model Editor and open up texture manager within Magos and it will show the paths for all skins used in the resource opened.

    Heres an example of a skin path: Units\Creeps\DireWolf\DireWolf.blp

    Revised File Paths
    [​IMG]


    Step 5: Applying the skin/texture, Within the units tab of the object editor either make a custom unit, or use the existing dire wolf model, click on the unit. (When the texture is imported, saved and correctly path'd you do NOT need to change anything regarding the model as long as the model is set to the standard dire wolf.)

    Step 6: IMPORTANT, in order for the skin/texture to show in game, you must SAVE your map and close World Editor, then reopen the map in World Editor.

    Step 7: Find your unit in the unit palette and place it wherever.

    Success!
    [​IMG]


    Icons

    Here is the resource i'm going to use; Mr.Goblin's Cape Icon.

    Icon
    [​IMG]


    Step by Step Importing

    Step 1: Open the Import Manager of your map within World Editor

    [​IMG]

    Step 2: Make sure you unzip, unrar your compressed file before importing.

    Step 3: use the Import button to locate your custom resource file and click open or double click on the containing files
    It should look like this;

    Containing Folder
    [​IMG]


    Imported Files
    [​IMG]


    Step 4: Now you want to set the correct paths to the Icon files (.blp)

    Revised File Paths
    [​IMG]


    Icons have set paths, here are the set path variations;

    ATC Autocasting - ReplaceableTextures\CommandButtons\

    DISATC Disabled Autocasting - ReplaceableTextures\CommandButtonsDisabled\

    BTN Regular Icon Button - ReplaceableTextures\CommandButtons\

    DISBTN Disabled Regular Icon Button - ReplaceableTextures\CommandButtonsDisabled\

    PAS Passive Button - ReplaceableTextures\CommandButtons\

    DISPAS Disabled Passive Button - ReplaceableTextures\CommandButtonsDisabled\



    Step 5: Applying the Icon, Within the abilities/buffs/Upgrades tab of the object editor either make a custom Ability,Buff or Upgrade, or use an existing one, click on the Ability,Buff,Upgrade. Find “Art-Icon” and double click. Click the import button and scroll down and apply the .blp, this can be for any variation.

    Edited Icons
    [​IMG]


    Step 6: IMPORTANT, in order for the Icon to show in game, you must SAVE your map and close World Editor, then reopen the map in World Editor.

    Step 7: Find your Icon in the correct palette or within the object editor.

    Sucess!
    [​IMG]


    Hopefully this helps, its pretty straight-forward and thorough, if you need additional assistance feel free to PM me.
     
    Last edited: Mar 16, 2010
  2. Misha

    Misha

    Joined:
    Jun 9, 2008
    Messages:
    7,207
    Resources:
    71
    Models:
    62
    Icons:
    1
    Packs:
    2
    Skins:
    4
    StarCraft II Resources:
    2
    Resources:
    71
    very well thought out that even a dummy can understand it.
    Good job Trax
     
  3. Pyramidhe@d

    Pyramidhe@d

    Joined:
    Nov 8, 2007
    Messages:
    1,690
    Resources:
    31
    Models:
    1
    Icons:
    27
    Skins:
    2
    Tutorials:
    1
    Resources:
    31
    looks pretty straight forward. hopefully people will read through it properly
     
  4. zt2211

    zt2211

    Joined:
    Aug 13, 2006
    Messages:
    211
    Resources:
    2
    Maps:
    2
    Resources:
    2
    So easy! Your grandmother who has arthritis could import warcraft III files if she read this tutorial!
     
  5. Kwah

    Kwah

    Joined:
    May 9, 2007
    Messages:
    3,391
    Resources:
    8
    Icons:
    5
    Maps:
    1
    Tutorials:
    2
    Resources:
    8
    Explain how to find the paths first, and mention that they can be found on the site, and how to find it in Magos (link tool).
    Explain skin paths in more depth.
    Provide links to the resources used.
    And I believe you don't actually have to re-open the WE to have all models/skins be available in-game.

    Overall, it's clear.
     
  6. Darkness-4ever

    Darkness-4ever

    Joined:
    Nov 4, 2007
    Messages:
    763
    Resources:
    0
    Resources:
    0
    I have to at the very least close and re open my map on WE for the imported models and skins to show, maybe your computer's just different.
     
  7. Traxamillion

    Traxamillion

    Joined:
    Sep 14, 2007
    Messages:
    1,387
    Resources:
    5
    Models:
    1
    Icons:
    3
    Tutorials:
    1
    Resources:
    5
    Ok I touched on everything you mentioned hawk. Tell me what you think.
     
  8. Kwah

    Kwah

    Joined:
    May 9, 2007
    Messages:
    3,391
    Resources:
    8
    Icons:
    5
    Maps:
    1
    Tutorials:
    2
    Resources:
    8
    Immediatly, still link to the first model.

    Will re-read, give more suggestions and approve tomorrow.
     
  9. Traxamillion

    Traxamillion

    Joined:
    Sep 14, 2007
    Messages:
    1,387
    Resources:
    5
    Models:
    1
    Icons:
    3
    Tutorials:
    1
    Resources:
    5
    The model I used is not released, therefore no link. Doesnt matter anyway its a model with standard .mdx and a skin.
     
  10. PurgeandFire

    PurgeandFire

    Code Moderator

    Joined:
    Nov 11, 2006
    Messages:
    7,426
    Resources:
    18
    Icons:
    1
    Spells:
    4
    Tutorials:
    9
    JASS:
    4
    Resources:
    18
    Overall, it is a fine tutorial. There are existing tutorials for this, but I guess people can look at this one if they just want a quick reference or if they just don't remember. Thus, ~approved.
     
  11. Kwah

    Kwah

    Joined:
    May 9, 2007
    Messages:
    3,391
    Resources:
    8
    Icons:
    5
    Maps:
    1
    Tutorials:
    2
    Resources:
    8
    There is actually plans to integrate something like we have now more noticeably into the resource system, so eventually these will be obsolete.

    Still, at the moment it was approve-able quality.
     
  12. clockwork2

    clockwork2

    Joined:
    Jan 26, 2010
    Messages:
    1,469
    Resources:
    0
    Resources:
    0
    good tutorial but there is something like this in model links
     
  13. Dyslexter

    Dyslexter

    Joined:
    May 31, 2010
    Messages:
    5
    Resources:
    0
    Resources:
    0
    real useful tutorial,
    But ive been trying to get the EpicRPGtileset by 67 chrome to work on one of my maps for a long while now but ll that i seem to get, at teh very most is a tile being black around teh edges of teh man-made walls. Can anyone lend me a hand i would really appreciate it :)
     
  14. nichawkins

    nichawkins

    Joined:
    Jan 9, 2010
    Messages:
    50
    Resources:
    0
    Resources:
    0
    Could used this like a year ago haha. This is a Great tutorial. But The object Editor changes my selected Inport to the unselected custom. The custom is .mdl , and as you know i need the mdx anyway you can help me?
     
  15. Traxamillion

    Traxamillion

    Joined:
    Sep 14, 2007
    Messages:
    1,387
    Resources:
    5
    Models:
    1
    Icons:
    3
    Tutorials:
    1
    Resources:
    5
    When you import the .mdx the object editor automatically displays it as a .mdl in reality it is still a .mdx so you should be ok. If you have the file strictly as a .mdl then you need to convert it to a .mdx before importing. I believe you can do so in Magos.

    And thanks for the kind words everyone.
     
    Last edited: Jun 30, 2010
  16. nichawkins

    nichawkins

    Joined:
    Jan 9, 2010
    Messages:
    50
    Resources:
    0
    Resources:
    0
    Wait re Models skins do they need to be Texture/(insertmodelnamehere).mdx?
     
  17. Traxamillion

    Traxamillion

    Joined:
    Sep 14, 2007
    Messages:
    1,387
    Resources:
    5
    Models:
    1
    Icons:
    3
    Tutorials:
    1
    Resources:
    5
    No, Skins made for models are "blahblahblah.blp" textures will always be in .blp format. If you are having trouble finding the paths for the skins connected to the model, open the model in magos model editor, and go to "windows" at the top and open "Texture Manager" it will list all models and skins involved with what model you have opened with the correct paths.
     
  18. kaiserimpact

    kaiserimpact

    Joined:
    Aug 7, 2010
    Messages:
    77
    Resources:
    0
    Resources:
    0
    is it a must to use blp? do i need to convert tga into blp before importing? sorry newbie here.

    Edited* problem solved, thanks for the guide! thumb up!
     
    Last edited: Aug 9, 2010
  19. rafaelzimrp

    rafaelzimrp

    Joined:
    Aug 29, 2010
    Messages:
    2
    Resources:
    0
    Resources:
    0
    Pretty good tutorial! Helped me a lot! Thanks!
     
  20. DarkGreenDude

    DarkGreenDude

    Joined:
    Sep 17, 2010
    Messages:
    1
    Resources:
    0
    Resources:
    0
    I cant find my "Import Manager" I don`t have the Frozen Throne. Help??