Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.
Understanding Wall Worm Displacements
Overview on working with displacements in 3ds Max for the Source Game Engine.
SMD, VTA and QC Importer

Information on importing SMD files and QC files from Source into 3ds Max.
Hitboxes and Bone Properties
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
Unknown Bitmap Filetypes Crash VMF Exporter
Do not use bitmap filetypes that Max doesn't know how to read.
Using unknown bitmap types on world geometry and displacements will crash the VMF Exporter. This currently happens if using VTFs in materials in 3ds Max 2013 since there is no VTF plugin yet.
Displacement Texture Scale Sometimes Incorrect
Understanding Displacement Blend Texture Scale
This page explains one cause for displacement materials to be scaled incorrectly in Source as well as the solution. You should use bitmaps of equal dimensions in both materials controlling the Blend material.
Exporting a Level from 3ds Max into Source
Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.
Incorrect Rotation on World Geometry
Fixed in WWMT 1.867
In earlier versions of the VMF exporter, non-rectangular faces on geometry produce inaccurate texture rotations.
Model Utilities
The Models tab in Anvil lets you create proxies for WWMT models, set prop types and control many properties and settings for WWMT helpers in the scene.