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.
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.
Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.
A beginning to end example of making and exporting brush materials and decals.
A video and sample file to show you how to export textures, brush materials, decals and a simple level from 3ds Max into the Source Game Engine.
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Understanding Displacement Blend Texture Scale
This page explains one cause for displacement materials to be scaled incorrectly in Source as well as the solution. You should use bitmaps of equal dimensions in both materials controlling the Blend material.
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.