Visgroup Manager
The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.
Getting Started with your Sky
Getting started with your level with the intent of building both a 2D sky and 3D Skybox.
Converting Displacements to Models
Steps on converting a collection of displacements to props.
VBSP.exe has stopped working
VBSP can crash if there are no entities or world geometry in your scene.
Creating Brush Corridors and Terrain
ShellVex functions for creating ShellVex brush systems from selected objects.
Lightmap Scale
This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil's lightmap tools.
Advanced Bone Settings
Information on adding bones to your model or controlling advanced parameters.
End User License Agreement
End User License Agreement for Wall Worm Products.
Running the Model Tools
How to run the Wall Worm Model Tools for the first time.
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.