MDL File Loader
Geometry Plugin to load Valve's MDL files directly into 3ds Max.
Exporting CAT and Biped Models
Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.
Using 4Way Blends
Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.
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.
Convert Scene to Model
Instructions on converting a scene into a model or clustering multiple model props into single models.
Brush Materials have incorrect rotation and scale when using the DirectX Shader
The Wall Worm Material Library Generator originally created DirectX Materials for all materials. But updates to the VMF Exporter changed the way materials are interpretted. Whenever possible, you should not use DirectX Materials.
Utilities Rollout
The utulities rollout contains various features, functions and utilities to help work with WWMT models.
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.
WWMT Proxy Tools
Wall Worm Proxies are objects that let you re-use a model in a scene that you are exporting into a VMF.