Importing Source Assets
This series covers the steps needed to re-use Source assets inside of 3ds Max.
Archive of Wall Worm Version 2 Changelog
Archive of Changelog 2014 to early 2017
Archive of Wall Worm Version 2.X changelog in 2014 through early 2017.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
A Source for New Tools
2016 Year in Review for Wall Worm
Halloween 2016 news for Wall Worm and the release of a new MDL Importer for 3ds Max.
Source 2 FGD Parser
The FGD parser in Wall Worm supports Counter-Strike 2 to create game entities inside 3ds Max.
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.
Wall Worm Model Tools
Wall Worm Model Tools is a collection of tools for getting your models and textures from 3ds Max into the Source Game Engine.
Prop Data & Gibs Rollout
This rollout lets you assign prop_data values to your prop so that it can be used as a prop_physics in Source. YOu can also assign custom Gibs models with this rollout.