Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
Global Settings and Configuration
This floater controls some of the ways that WWMT works in general. Things you set here will be set for the current Windows User's account for all following sessions running WWMT.
Bitmap Crop and Coordinates in 3ds Max
Tutorial on using the BitmapTexture crop function with models and world geometry.
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.
The Age of Free Game Engines is Here



The game engines are all going free and Wall Worm Pro is now available.
Level Design
An introduction into level design for Source using 3ds Max.
Brush Materials and Decals
A beginning to end example of making and exporting brush materials and decals.
A video and sample file to show you how to export textures, brush materials, decals and a simple level from 3ds Max into the Source Game Engine.
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.
When Opening Scene there is a startup script error.
Anvil embeds reference to a script in your 3ds Max scripts folder. If that file is missing, there can be an error.
Anvil embeds some scripts for scene startup to protect displacements from being invalidated via improper manipulation. Older versions of Anvil referenced a file that could cause an error if missing.
Archive of Wall Worm Version 4 Changelog
Archive of Changelog early 2019 to early 2020
Archive of Wall Worm Version 4.X changelog in early 2019 through early 2020.