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.

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. Wall Worm tools have been used in the pipelines of many games include Dear Esther, Black Mesa and by designers of CS:GO Operation maps and many more.

CorVex level design plugin Carver Tools Normal Tools

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: Work Flows and Other Things

Posted on Aug 14, 2015 | Last Updated Aug 14, 2015

Some new videos on the Wall Worm Workflow for Source.

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workflow, pipeline

Wrinklemaps

Posted on Feb 7, 2015 | Last Updated Feb 18, 2015

Instructions on making wrinklemaps in 3ds Max with Wall Worm Pro.

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wrinklemaps, flex, facial, texture, wrinkle

Latest Articles

Brush Materials have incorrect rotation and scale when using the DirectX Shader

Posted on Apr 10, 2012 | Last Updated Apr 10, 2012

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.

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material, bug, directx shader, rotation, scale

Wall Worm, Still Squirming

Posted on Mar 28, 2012 | Last Updated Mar 28, 2012

First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.

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blog, news

Understanding How to Set Up Paths

Posted on Feb 13, 2012 | Last Updated Aug 5, 2013

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.

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Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Jul 1, 2017

This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.

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vta, facial, morpher, morph-o-matic, flexfile

Making $jigglebones in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

$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.

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Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

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.

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ragdoll, collisionjoints, ik tab, joints

Generating LODs

Posted on Feb 12, 2012 | Last Updated Feb 13, 2012

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.

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Export Body Groups | $bodygroup

Posted on Feb 12, 2012 | Last Updated Jan 13, 2017

You can export body groups ($bodygroups) directly into Source in 3ds Max.

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Export Multiple Texture Skins

Posted on Feb 12, 2012 | Last Updated May 19, 2017

You can give your model multiple skins (textures) so that the same mesh can look differently in different uses.

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skins, texturegroup

Export Textures

Posted on Feb 12, 2012 | Last Updated Dec 12, 2014

How to export your model textures from 3ds Max to Source.

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material, vtf, export, model, valve, source, vtex, wallworm