Welcome to Wall Worm
Wall Worm is both a gaming community and a design community. We are an association of gamers who also love to develop our own game content. Our primary focus is the Source Game Engine.
Common Destinations
The most likely reason you are here is to learn about the Wall Worm Model Tools. This domain is primarily about using the various Wall Worm tools that allow you to create content for the Source Engine inside 3ds Max.
Wall Worm tools allow you to create assets for Source in a way that was not possible before. You can build models, textures and levels inside one environment (3ds Max) and compile them straight into Source.
We work in collaboration with other 3ds Max/Source developers to help enhance all the tools available to designers and mod teams.
Latest Articles
Lightmap Scale
This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil's lightmap tools.
Recovering a Displacement Mesh
This page explains how to recover your displacements from a Sculpt Mesh that was never committed.
Brush Materials have incorrect rotation and scale when using the DirectX Shader
The Wall Worm Material Library Generator originally created DirectX Materials for all materials. But updates to the VMF Exporter changed the way materials are interpretted. Whenever possible, you should not use DirectX Materials.
Wall Worm, Still Squirming
First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.
Understanding How to Set Up Paths
Many new users of WWMT find themselves confused when it comes to the setup of WWMT. This is primarily because there are some specific paths you must set correctly for the automation of WWMT to work.
Making Facial Animations
This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.
Making $jigglebones in 3ds Max for Source
$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.
Making Ragdolls in 3ds Max for Source
Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.
Generating LODs
The Level of Detail Generator on the Level of Detail Tools Rollout lets you generate LOD models from the root mesh. The tool will make lower-res versions of your model so that less polygons are rendered in-game when players move farther away.
Export Body Groups | $bodygroup
You can export body groups ($bodygroups) directly into Source in 3ds Max.


