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

On the Grid

Posted on Sep 8, 2015 | Last Updated Jun 21, 2016

Information and videos on using the grid in 3ds Max for Source Engine Level Design.

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grid, snaps, level design

Porting Levels into Source

General Overview of Converting Scenes that Were Not Designed with Source in Mind
Posted on May 14, 2016 | Last Updated May 22, 2016

Overview on porting scenes and levels from other sources.

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port, convert, scenes, games, levels

Latest Articles

Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Feb 7, 2015

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

Collision Hulls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Mar 15, 2017

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

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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.

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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.

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