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      <title>Wall Worm Development and Docs</title>
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    <link>http://dev.wallworm.com</link>
    <description>Documentation on various Wall Worm, 3ds Max and Source Game Engine Tools.</description>
		     
   
      <item>
	  	        <title>Lightmap Scale</title>
      <link>http://dev.wallworm.com/document/101/lightmap_scale.html</link>
      <description>This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil&#039;s lightmap tools.</description>
				 		  		             <category domain="/topic/6/wall_worm_anvil.html">Anvil Level Tools</category>
                     <category domain="/topic/10/rad_topics.html">Rad Topics</category>
                     <category domain="/topic/12/level_design.html">Level Design</category>
                     <category domain="/topic/44/displacements.html">Displacements</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-05-15T12:33:26-05:00</pubDate>
    </item>
      <item>
	  	        <title>Recovering a Displacement Mesh</title>
      <link>http://dev.wallworm.com/document/99/recovering_a_displacement_mesh.html</link>
      <description>This page explains how to recover your displacements from a Sculpt Mesh that was never committed.</description>
				 		  		             <category domain="/topic/23/troubleshooting.html">Troubleshooting</category>
                     <category domain="/topic/44/displacements.html">Displacements</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-04-30T16:42:29-05:00</pubDate>
    </item>
      <item>
	  	        <title>Brush Materials have incorrect rotation and scale when using the DirectX Shader</title>
      <link>http://dev.wallworm.com/document/97/brush_materials_have_incorrect_rotation_and_scale_when_using_the_directx_shader.html</link>
      <description>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.</description>
				 		  		             <category domain="/topic/18/textures.html">Textures</category>
                     <category domain="/topic/24/known_issues.html">Known Issues</category>
                     <category domain="/topic/35/material_library_generator.html">Material Library Generator</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-04-10T14:38:02-05:00</pubDate>
    </item>
      <item>
	  	        <title>Wall Worm, Still Squirming</title>
      <link>http://dev.wallworm.com/document/95/wall_worm_still_squirming.html</link>
      <description>First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.</description>
				 		  		             <category domain="/">Home</category>
                     <category domain="/topic/55/blog.html">Blog</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-03-28T12:42:11-05:00</pubDate>
    </item>
      <item>
	  	        <title>Understanding How to Set Up Paths</title>
      <link>http://dev.wallworm.com/document/77/understanding_how_to_set_up_paths.html</link>
      <description>Many new users of WWMT find themselves confused when it comes to the setup of WWMT. This is primarily because there are some specific paths you must set correctly for the automation of WWMT to work.</description>
				 		  		             <category domain="/topic/23/troubleshooting.html">Troubleshooting</category>
                     <category domain="/topic/25/help.html">Help</category>
                     <category domain="/topic/31/getting_started.html">Getting Started</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-13T09:51:14-05:00</pubDate>
    </item>
      <item>
	  	        <title>Making Facial Animations</title>
      <link>http://dev.wallworm.com/document/76/making_facial_animations.html</link>
      <description>This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:53:05-05:00</pubDate>
    </item>
      <item>
	  	        <title>Making $jigglebones in 3ds Max for Source</title>
      <link>http://dev.wallworm.com/document/75/making_jigglebones_in_3ds_max_for_source.html</link>
      <description>$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.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:49:09-05:00</pubDate>
    </item>
      <item>
	  	        <title>Making Ragdolls in 3ds Max for Source</title>
      <link>http://dev.wallworm.com/document/74/making_ragdolls_in_3ds_max_for_source.html</link>
      <description>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.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:47:04-05:00</pubDate>
    </item>
      <item>
	  	        <title>Generating LODs</title>
      <link>http://dev.wallworm.com/document/73/generating_lods.html</link>
      <description>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.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
                     <category domain="/topic/17/level_of_detail.html">Level of Detail</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:44:22-05:00</pubDate>
    </item>
      <item>
	  	        <title>Export Body Groups | $bodygroup</title>
      <link>http://dev.wallworm.com/document/72/export_body_groups__bodygroup.html</link>
      <description>You can export body groups ($bodygroups) directly into Source in 3ds Max.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:42:11-05:00</pubDate>
    </item>
      <item>
	  	        <title>Export Multiple Texture Skins</title>
      <link>http://dev.wallworm.com/document/71/export_multiple_texture_skins.html</link>
      <description>You can give your model multiple skins (textures) so that the same mesh can look differently in different uses.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
                     <category domain="/topic/18/textures.html">Textures</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:28:52-05:00</pubDate>
    </item>
      <item>
	  	        <title>Export Textures</title>
      <link>http://dev.wallworm.com/document/70/export_textures.html</link>
      <description>How to export your model textures from 3ds Max to Source.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
                     <category domain="/topic/18/textures.html">Textures</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T22:16:29-05:00</pubDate>
    </item>
      <item>
	  	        <title>Collision Hulls in 3ds Max for Source</title>
      <link>http://dev.wallworm.com/document/69/collision_hulls_in_3ds_max_for_source.html</link>
      <description>Using WWMT in 3ds Max to create your model&#039;s collision hull with the Quick Hull feature.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
                     <category domain="/topic/5/collision_hulls.html">Collision Hulls</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T19:30:11-05:00</pubDate>
    </item>
      <item>
	  	        <title>Exporting Your Static Prop</title>
      <link>http://dev.wallworm.com/document/68/exporting_your_static_prop.html</link>
      <description>Basic explanation on using WWMT to export your static prop into Source.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T19:27:52-05:00</pubDate>
    </item>
      <item>
	  	        <title>Preparing Your Model</title>
      <link>http://dev.wallworm.com/document/67/preparing_your_model.html</link>
      <description>Preparing your model to export your model with WWMT in 3ds Max to the Source Engine.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T19:23:16-05:00</pubDate>
    </item>
      <item>
	  	        <title>Using WWMT</title>
      <link>http://dev.wallworm.com/document/66/using_wwmt.html</link>
      <description>Articles on using the Wall Worm Model Tools.</description>
				 		  		             <category domain="/topic/3/wwmt_tutorials.html">WWMT Tutorials</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T19:21:05-05:00</pubDate>
    </item>
      <item>
	  	        <title>WWMT Settings and Configuration</title>
      <link>http://dev.wallworm.com/document/65/wwmt_settings_and_configuration.html</link>
      <description>This floater controls some of the ways that WWMT works in general. Things you set here will be set for the current Windows User&#039;s account for all following sessions running WWMT.</description>
				 		  		             <category domain="/topic/31/getting_started.html">Getting Started</category>
                     <category domain="/topic/32/user_interface.html">User Interface</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T15:12:23-05:00</pubDate>
    </item>
      <item>
	  	        <title>Prop Data &amp; Gibs Rollout</title>
      <link>http://dev.wallworm.com/document/64/prop_data__gibs_rollout.html</link>
      <description>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.</description>
				 		  		             <category domain="/topic/32/user_interface.html">User Interface</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T15:09:34-05:00</pubDate>
    </item>
      <item>
	  	        <title>Utilities Rollout</title>
      <link>http://dev.wallworm.com/document/63/utilities_rollout.html</link>
      <description>The utulities rollout contains various features, functions and utilities to help work with WWMT models.</description>
				 		  		             <category domain="/topic/32/user_interface.html">User Interface</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T15:06:44-05:00</pubDate>
    </item>
      <item>
	  	        <title>Lighting Rollout</title>
      <link>http://dev.wallworm.com/document/62/lighting_rollout.html</link>
      <description>This rollout contains lighting controls and other miscellaneous controls that are either rarely used or are experimental.</description>
				 		  		             <category domain="/topic/32/user_interface.html">User Interface</category>
          		 				      <author>Shawn</author>
      <pubDate>2012-02-12T15:00:34-05:00</pubDate>
    </item>

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