Introduction
This is an automatically generated tutorial. It will guide you through the process of importing the model Skyrim Medieval Knight (Ported Model) of the bundle Skyrim Medieval Knight (Ported Model). 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 Skyrim Medieval Knight (Ported Model).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 FGM_Knight.mdx
Now Click the "Import File" Button:
Next select 'FGM_Knight.mdx' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Shield.blp
FGMKnight_Sword.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
Done, you have imported the file FGM_Knight.mdx.
Importing FGMKnight_Armor1.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Armor1.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Shield.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
war3mapimported/FGMKnight_Armor1.blp
Double-click the file FGMKnight_Armor1.blp:
FGMKnight_Armor1.blp
Image / Texture
163
war3mapimported/FGMKnight_Armor1.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
Done, you have imported the file FGMKnight_Armor1.blp.
Importing FGMKnight_Armor2.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Armor2.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Shield.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
war3mapimported/FGMKnight_Armor2.blp
Double-click the file FGMKnight_Armor2.blp:
FGMKnight_Armor2.blp
Image / Texture
173
war3mapimported/FGMKnight_Armor2.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
Done, you have imported the file FGMKnight_Armor2.blp.
Importing FGMKnight_Cape.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Cape.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Shield.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
war3mapimported/FGMKnight_Cape.blp
Double-click the file FGMKnight_Cape.blp:
FGMKnight_Cape.blp
Image / Texture
51
war3mapimported/FGMKnight_Cape.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
Done, you have imported the file FGMKnight_Cape.blp.
Importing FGMKnight_Helm.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Helm.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Pants.blp
FGMKnight_Shield.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
war3mapimported/FGMKnight_Helm.blp
Double-click the file FGMKnight_Helm.blp:
FGMKnight_Helm.blp
Image / Texture
121
war3mapimported/FGMKnight_Helm.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
Done, you have imported the file FGMKnight_Helm.blp.
Importing FGMKnight_Pants.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Pants.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Shield.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
war3mapimported/FGMKnight_Pants.blp
Double-click the file FGMKnight_Pants.blp:
FGMKnight_Pants.blp
Image / Texture
32
war3mapimported/FGMKnight_Pants.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
Done, you have imported the file FGMKnight_Pants.blp.
Importing FGMKnight_Shield.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Shield.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Sword.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
FGMKnight_Shield.blp
Image / Texture
172
war3mapimported/FGMKnight_Shield.blp
Double-click the file FGMKnight_Shield.blp:
FGMKnight_Shield.blp
Image / Texture
172
war3mapimported/FGMKnight_Shield.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Shield.blp
Image / Texture
172
FGMKnight_Shield.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
FGMKnight_Shield.blp
Image / Texture
172
FGMKnight_Shield.blp
Done, you have imported the file FGMKnight_Shield.blp.
Importing FGMKnight_Sword.blp
Now Click the "Import File" Button:
Next select 'FGMKnight_Sword.blp' in the folder which you extracted from the zip archive:
Skyrim Medieval Knight (Ported Model)
FGM_Knight.mdx
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
FGMKnight_Helm.blp
FGMKnight_Pants.blp
FGMKnight_Shield.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.
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
FGMKnight_Shield.blp
Image / Texture
172
FGMKnight_Shield.blp
FGMKnight_Sword.blp
Image / Texture
102
war3mapimported/FGMKnight_Sword.blp
Double-click the file FGMKnight_Sword.blp:
FGMKnight_Sword.blp
Image / Texture
102
war3mapimported/FGMKnight_Sword.blp
Tick the box "Use Custom Path" and type in the correct path:
FGMKnight_Sword.blp
Image / Texture
102
FGMKnight_Sword.blp
The file has been properly added to the map archive:
FGM_Knight.mdx
Model
1,165
war3mapimported/FGM_Knight.mdx
FGMKnight_Armor1.blp
Image / Texture
163
FGMKnight_Armor1.blp
FGMKnight_Armor2.blp
Image / Texture
173
FGMKnight_Armor2.blp
FGMKnight_Cape.blp
Image / Texture
51
FGMKnight_Cape.blp
FGMKnight_Helm.blp
Image / Texture
121
FGMKnight_Helm.blp
FGMKnight_Pants.blp
Image / Texture
32
FGMKnight_Pants.blp
FGMKnight_Shield.blp
Image / Texture
172
FGMKnight_Shield.blp
FGMKnight_Sword.blp
Image / Texture
102
FGMKnight_Sword.blp
Done, you have imported the file FGMKnight_Sword.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.