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

Source Shader Settings

Posted on Jun 9, 2013 | Last Updated May 16, 2017

Control many Source VMT parameters directly inside 3ds Max.

Read More

vmt, parameters, source shader

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

Latest Articles

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.

Read More

Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Oct 21, 2023

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.

Read More

ragdoll, collisionjoints, ik tab, joints

Generating LODs

Posted on Feb 12, 2012 | Last Updated Jun 6, 2020

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.

Read More

Export Body Groups | $bodygroup

Posted on Feb 12, 2012 | Last Updated Jan 7, 2018

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

Read More

bodygroup, submodel, submodels, bodygroups, body group, sub model, $bodygroup, qc, export

Export Multiple Texture Skins

Posted on Feb 12, 2012 | Last Updated Sep 22, 2019

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

Read More

skins, texturegroup

Export Textures

Posted on Feb 12, 2012 | Last Updated Mar 2, 2024

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

Read More

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

Collision Hulls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Mar 27, 2020

Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.

Read More

hull, collision, cm, convex, concave, collision model, physics model

Exporting Your Static Prop

Posted on Feb 12, 2012 | Last Updated Apr 20, 2016

Basic explanation on using WWMT to export your static prop into Source.

Read More

Preparing Your Model

Posted on Feb 12, 2012 | Last Updated Jan 5, 2014

Preparing your model to export your model with WWMT in 3ds Max to the Source Engine.

Read More

Using WWMT

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

Articles on using the Wall Worm Model Tools.

Read More


Newsletter Subscription