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On the Grid

Posted on Sep 8, 2015 | Last Updated Dec 11, 2018

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

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grid, snaps, level design, snapping

Source 2 FGD Parser

Posted on Mar 2, 2024 | Last Updated Mar 2, 2024

The FGD parser in Wall Worm supports Counter-Strike 2 to create game entities inside 3ds Max.

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fgd, entities, parser, entity, cs2, counter-strike 2

Setting Up Wall Worm for Goldsource

Posted on Aug 28, 2016 | Last Updated Oct 18, 2019

Overview of setting up Wall Worm for Goldsrc.

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goldsource, goldsrc, hl1, cs1.6, installation, setup

Exporting a Level from 3ds Max into Source

Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Posted on Oct 8, 2012 | Last Updated Feb 28, 2015

Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.

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vmf, animated texture, video turorial, sample file, download

WWMT Textures

Posted on Feb 12, 2012 | Last Updated Jun 18, 2015

Information on exporting Wall Worm Model Tools WWMT textures.

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texture, export, model, vtf, vmt, tga, 3ds max, wallworm

Normal Tools

Posted on Aug 6, 2014 | Last Updated Apr 22, 2020

Normal Tools are a collection of utilities and functions for quickly editing your Normals in 3ds Max.

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normals, edit normals, smoothing, hard edge, script, commercial

Res Maker

Posted on Feb 12, 2012 | Last Updated Feb 18, 2020

Instructions on generating a RES file with Wall Worm to push custom content onto the client from the game server.

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res, resource file, reslist

Sky Writer

Posted on Feb 12, 2012 | Last Updated Jul 4, 2020

Sky writer allows you to render your 3ds Max scene straight into the Source Game Engine as a HDR 2D sky texture (also known as a cubemap).

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sky writer, skies, pfm

Frequently Asked Questions

Posted on Feb 13, 2012 | Last Updated Jul 4, 2020

Some of the most frequently asked questions asked by Wall Worm users.

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faq

Lighting Rollout

Posted on Feb 12, 2012 | Last Updated Jul 23, 2013

This rollout contains lighting controls and other miscellaneous controls that are either rarely used or are experimental.

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