Entity Cache
Explanation on how Entities are generated and stored on your computer.
Miscellaneous Anvil Tools
An overview and explanation of several functions included in the Miscellaneous tab of Anvil.
Error When Updating Wall Worm
Some problems that can occur when updating Wall Worm and Wall Worm Pro, along with some workarounds.
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.
DXF Importer
You can import a DXF scene into Max. This allows you to transfer the basic level design from Hammer to Max.
My Model Scale is Wrong
All you need to know about getting your model scale correct.
Many new 3ds Max users have problems with the scale of their exported models not matching the scale in the Max UI. Here are some tips on solving that.
Attachments & Particle System UI
Attachments are points on your model where you can attach extra models and particle systems (guns, sprites, etc). This page details both Attachments and Particle Systems since the Particle System controls are also in the attachment rollout.
Export Body Groups | $bodygroup
You can export body groups ($bodygroups) directly into Source in 3ds Max.
Cordon Manager
The cordon manager lets you use multiple cordons and limit the compiling of your level to the area inside the cordon.