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2016 Year in Review for Wall Worm
Posted on Oct 31, 2016 | Last Updated Oct 31, 2016

Halloween 2016 news for Wall Worm and the release of a new MDL Importer for 3ds Max.

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halloween, 2016, mdl importer, black mesa

Wall Worm, Still Squirming

Posted on Mar 28, 2012 | Last Updated Mar 28, 2012

First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.

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blog, news

Viewport Freezes in 3ds Max 2017+

Fix: Update to the latest NVidia drivers.
Posted on Apr 13, 2017 | Last Updated Jul 4, 2017

The Max viewport can freeze and become unresponsive with Nitrous in DX 11.

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3ds max, viewport, freeze, hang, 2017, 2018, nitrous, directx shader, dx11, NVidia, windows 10

Wall Worm Gets Tanked

Well... I mean Wall Worm is used on a Tank.
Posted on Jul 30, 2013 | Last Updated Feb 16, 2014

Some news and spotlight about Wall Worm, tools, users and projects.

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blog

Level Design

Posted on Feb 12, 2012 | Last Updated Apr 23, 2018

An introduction into level design for Source using 3ds Max.

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level design, 3ds max, source game engine, overview, keynotes, argument for, why

Understanding Wall Worm Displacements

Posted on May 31, 2013 | Last Updated May 19, 2016

Overview on working with displacements in 3ds Max for the Source Game Engine.

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displacements, sculpt mesh, brush

Source Tools

Posted on Feb 12, 2012 | Last Updated Jan 30, 2015

Modeling Resources for the Source Game Engine. Links to helpful tools, sites and resources.

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Rotating Textures

Posted on May 19, 2016 | Last Updated May 19, 2016

Instructions on creating VMTs that animate the texture rotation.

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rotate, texture, animate, proxies vmt

Collision Hulls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Mar 27, 2020

Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.

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hull, collision, cm, convex, concave, collision model, physics model

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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