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Visgroup Manager

Posted on Oct 12, 2018 | Last Updated Oct 20, 2018
Visgroup Manager

The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.

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visgroup, display

Using 4Way Blends

Posted on Dec 29, 2016 | Last Updated Mar 13, 2017
Using 4way blend

Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.

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Lightmapped_4WayBlend, 4way blend, vertex paint

Model & Basic QC Rollout

Posted on Feb 12, 2012 | Last Updated Dec 8, 2017

Explanation of the model and basic qc rollout inside WWMT where you assign the mesh, set model/material paths and set some basic parameters.

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Importing Source Assets

Posted on Mar 3, 2015 | Last Updated Mar 3, 2015

This series covers the steps needed to re-use Source assets inside of 3ds Max.

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Advanced Texture Controls

Posted on Jun 24, 2015 | Last Updated Mar 31, 2017

With Wall Worm Pro, you can export arbitrary texture maps as VTF files in Source.

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vtf, wwpro, texture, procedural

Source Shader Settings

Posted on Jun 9, 2013 | Last Updated May 16, 2017

Control many Source VMT parameters directly inside 3ds Max.

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vmt, parameters, source shader

Export Textures

Posted on Feb 12, 2012 | Last Updated Mar 2, 2024

How to export your model textures from 3ds Max to Source.

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material, vtf, export, model, valve, source, vtex, wallworm

Getting Started with your Sky

Posted on Mar 12, 2014 | Last Updated Mar 12, 2014

Getting started with your level with the intent of building both a 2D sky and 3D Skybox.

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sky

Export Body Groups | $bodygroup

Posted on Feb 12, 2012 | Last Updated Jan 7, 2018

You can export body groups ($bodygroups) directly into Source in 3ds Max.

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bodygroup, submodel, submodels, bodygroups, body group, sub model, $bodygroup, qc, export

Creating Entities

Posted on Oct 27, 2016 | Last Updated Oct 27, 2016

Details on what objects automatically export as entities in a VMF and how to manually create other entities.

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entity, assign, tie to entity