mip maps for textures are like mip maps for models. You basicaly have to make 3 more variations of the texture, each with decreased size on the power of 2. For example, if you have a 256x256 px texture, mip 1 texture would have 128x128, mip 2 64x64 and mip 3 32x32. For wc3, you'll have to name each variation texturename_mip1, texturename_mip2, etc. With the art tools, in 3ds max, when it exports the model and the textures it makes all mip maps into one blp file, so I think that if you just import in the map all variations (in case you don't have art tools) it will work the same.
And this has nothing to do with modeling or animation, moved.