Washed Out Textures
Instructions of getting your materials to import without being washed out in color.
Getting Started with your Sky
Getting started with your level with the intent of building both a 2D sky and 3D Skybox.
Brush Materials have incorrect rotation and scale when using the DirectX Shader
The Wall Worm Material Library Generator originally created DirectX Materials for all materials. But updates to the VMF Exporter changed the way materials are interpretted. Whenever possible, you should not use DirectX Materials.
Bitmaps to Materials
Information on creating substance-driven material libraries and generating tri-planar projection textures without need for UV mapping.
Displacement Texture Scale Sometimes Incorrect
Understanding Displacement Blend Texture Scale
This page explains one cause for displacement materials to be scaled incorrectly in Source as well as the solution. You should use bitmaps of equal dimensions in both materials controlling the Blend material.
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.
Getting Started with WWMT
Getting started with using the Wall Worm Model Tools.
Getting Started
Getting started on setting up the Wall Worm Model Tools.
Advanced Texture Controls
With Wall Worm Pro, you can export arbitrary texture maps as VTF files in Source.