Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
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.
Generating LODs
The Level of Detail Generator on the Level of Detail Tools Rollout lets you generate LOD models from the root mesh. The tool will make lower-res versions of your model so that less polygons are rendered in-game when players move farther away.
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.
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.
Prop Data & Gibs Rollout
This rollout lets you assign prop_data values to your prop so that it can be used as a prop_physics in Source. YOu can also assign custom Gibs models with this rollout.
Vtex.exe - ERROR: Can't convert image from RGBA8888 to DXT1 in CalcLowResImage
This error occurs if you are trying to compile an image that has a dimension that isn't a Power of 2.
Exporting WWMT Models to GoldSource
Information on requirements to export and compile WWMT Models from 3ds Max into Goldsource.
Wall Worm
Wall Worm tools, utilities, plugins and scripts for creating Source and Source 2 Game Engine Assets inside 3ds Max. Documentation, tutorials, tips, videos and more.
Making Collision Models
Articles about making collision models.