Export Textures to WAD
Export Bitmaps from your 3ds Max scene to WAD files.
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.
Source Tools
Modeling Resources for the Source Game Engine. Links to helpful tools, sites and resources.
Archive of Wall Worm Version 3 Changelog
Archive of Changelog early 2017 to early 2019
Archive of Wall Worm Version 3.X changelog in early 2017 through early 2019.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.
A Source for New Tools
2016 Year in Review for Wall Worm
Halloween 2016 news for Wall Worm and the release of a new MDL Importer for 3ds Max.
Source 2 FGD Parser
The FGD parser in Wall Worm supports Counter-Strike 2 to create game entities inside 3ds Max.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
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.
Anatomy of a Design Team
Teamwork in 3ds Max
This documents the most efficient setup of 3ds Max, Wall Worm and team organization for a Source Engine Project.