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.

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.

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

Lighting Rollout

Posted on Feb 12, 2012 | Last Updated Jul 23, 2013

This rollout contains lighting controls and other miscellaneous controls that are either rarely used or are experimental.

Read More

Sequences

Posted on Feb 12, 2012 | Last Updated Apr 4, 2017

Sequences in WWMT allow you to set QC sequences based on animations of your model in designated time ranges.

Read More

qc, sequence, smd, $sequence, wwmt, wall worm

Latest Articles

Understanding Wall Worm Displacements

Posted on May 31, 2013 | Last Updated May 19, 2016

Overview on working with displacements in 3ds Max for the Source Game Engine.

Read More

displacements, sculpt mesh, brush

Hitboxes and Bone Properties

Posted on Dec 23, 2012 | Last Updated Apr 22, 2019

The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.

Read More

bone tools, bones, jointsurfaceprop, massbias, mass, bias, hitboxex, hitbox group

Using the IK Tab

Posted on Dec 2, 2012 | Last Updated Feb 27, 2019

Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.

Read More

IK, collisionjoints, jigglebone, jointcontraint

Displacement Texture Scale Sometimes Incorrect

Understanding Displacement Blend Texture Scale
Posted on Oct 11, 2012 | Last Updated Oct 11, 2012

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.

Read More

displacement, texture, incorrect, scale, problem, fix, blend, worldvertextransition

Exporting a Level from 3ds Max into Source

Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Posted on Oct 8, 2012 | Last Updated Feb 28, 2015

Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.

Read More

vmf, animated texture, video turorial, sample file, download

Brush Materials and Decals

A beginning to end example of making and exporting brush materials and decals.
Posted on Jul 26, 2012 | Last Updated Apr 19, 2016

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.

Read More

decals, decal, material, brush, vmt, vtf, export

DXF Importer

Posted on Jul 18, 2012 | Last Updated Jul 18, 2012

You can import a DXF scene into Max. This allows you to transfer the basic level design from Hammer to Max.

Read More

dxf, importer, import, hammer, 3ds max, vmf

Lightmap Scale

Posted on May 15, 2012 | Last Updated May 15, 2012

This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil's lightmap tools.

Read More

lightmaps, lightmap, scale, lighting, shadows

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.

Read More

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.

Read More

blog, news

Newsletter Subscription