Collision Model & Physics
The Collision Model & Physics rollout in WWMT. Assign a collision hull, create a hull with the Quick Hull function and use advanced features such as the Convexity Hull Wrapper.
Wall Worm, Still Squirming
First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.
Prop Libraries
Creating Prop Libraries for re-using assets in Wall Worm Projects.
Entity Cache
Explanation on how Entities are generated and stored on your computer.
Understanding How to Set Up Paths
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.
Bitmaps to Materials
Information on creating substance-driven material libraries and generating tri-planar projection textures without need for UV mapping.
Getting Started with your Sky
Getting started with your level with the intent of building both a 2D sky and 3D Skybox.
Texturing World Geometry in 3ds Max
Basic tips on texturing world geometry in Max, especially for those with a Hammer background.
Bitmap Crop and Coordinates in 3ds Max
Tutorial on using the BitmapTexture crop function with models and world geometry.
Attachments & Particle System UI
Attachments are points on your model where you can attach extra models and particle systems (guns, sprites, etc). This page details both Attachments and Particle Systems since the Particle System controls are also in the attachment rollout.