Making $jigglebones in 3ds Max for Source
$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.
Studiomdl.exe - Model has 2-dimensional geometry
Relates also to: Error with convex elements of Mesh
This error is usually caused by models having a $concave flag that do not have proper collision hulls.
Wall Worm
Wall Worm tools, utilities, plugins and scripts for creating Source and Source 2 Game Engine Assets inside 3ds Max. Documentation, tutorials, tips, videos and more.
OSL: Swirl
OSL Swirl is a simple texture map with a few controls on making swirl textures or swirl masks.
Models and QC
Information on exporting models and QC files.
Exporting WWMT Models to GoldSource
Information on requirements to export and compile WWMT Models from 3ds Max into Goldsource.
Why are Models Appearing as Cubes?
When reopening a scene the models can appear as cubes if the game settings do not include paths to the source MDL files.
This document explains why models can appear as cubes instead of props when importing VMF or MDL nodes.
Making Facial Animations
This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.
Alpha Spec
This utility is a helper function to convert your Specular Level bitmap into the Alpha channel of another bitmap.