Exporting Your Static Prop
Basic explanation on using WWMT to export your static prop into Source.
Collision Model & Physics
The Collision Model & Physics rollout in WWMT. Assign a collision hull, create a hull with the Quick Hull function and use advanced features such as the Convexity Hull Wrapper.
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.
Model & Basic QC Rollout
Explanation of the model and basic qc rollout inside WWMT where you assign the mesh, set model/material paths and set some basic parameters.
Making Collision Models
Articles about making collision 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 Changelog
Wall Worm tools changelog. Includes information and release date on each update to Wall Worm.
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.
Making Ragdolls in 3ds Max for Source
Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.