Wall Worm
Wall Worm is a script and tool developer focused on 3ds Max and various Max-related pipelines. Historically, Wall Worm was devoted soley to optimizing the Source Engine asset pipeline. The Wall Worm toolset itself is a Source-only toolset. However, many new tools are generic in nature (for any game engine, VFX, VIZ, etc), such as the CorVex plugin and most other new tools.
See the official Autodesk blog feature about Wall Worm developer Shawn Olson, Wall Worm and Black Mesa: From Black Sheep to Black Mesa and Beyond.
Common Destinations
Wall Worm tools allow you to create assets for Source and Source 2 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. Wall Worm tools have been used in the pipelines of many games including Dear Esther, Black Mesa and by designers of CS:GO Operation maps and many more.
Wall Worm works in collaboration with other 3ds Max/Source developers to help enhance all the tools available to designers and mod teams.
Featured Articles
Wall Worm Year in Review: 2013
Review of Wall Worm development in 2013.
Phong Materials
Setting up a Phong material for Source using Wall Worm.
Latest Articles
3ds Max 2020
Wall Worm plugins available for 3ds Max 2020.
VMT Browser
The VMT Browser in Wall Worm allows you to browse, preview and assign materials from your game.
OSL: Multi Gradient
The Multi Gradient OSL map has several gradient masking options.
OSL: Radial Gradient
Simple Radial Gradient OSL map for 3d Max included in Wall Worm.
Convert Blends and 4ways to OSL
Converting DX Blend Shaders to renderable OSL shaders.
OSL: Swirl
OSL Swirl is a simple texture map with a few controls on making swirl textures or swirl masks.
Displacement Proxies
Displacement Proxies allow teams to work more efficiently with displacements in multiple files.
OSL: Lightmapped_4Wayblend
The Lightmapped_4Wayblend OSL map allows you to render 4way blends for props.
OSL Blendmodulate
OSL Blendmodulate mask to generate a mask as with a WorldVertexTransition shader in Source.