Wall Worm


Wall Worm is a gaming and design group focused on developing content for the Source Game Engine. Headed by Shawn Olson, the group consists of various creative people across the globe.

What's on my mind...

Lightmap Scale

Posted on May 15, 2012 | Last Updated May 15, 2012

This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil's lightmap tools.

Read More

lightmaps, lightmap, scale, lighting, shadows

Recovering a Displacement Mesh

Posted on Apr 30, 2012 | Last Updated Apr 30, 2012

This page explains how to recover your displacements from a Sculpt Mesh that was never committed.

Read More

Brush Materials have incorrect rotation and scale when using the DirectX Shader

Posted on Apr 10, 2012 | Last Updated Apr 10, 2012

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.

Read More

material, bug, directx shader, rotation, scale

Unexpected Model Orientation in VMF Exporter

Fixed in WWMT 1.772
Posted on Mar 31, 2012 | Last Updated Mar 31, 2012

The orientation of models in the QC Generator has been flipped on the Z-axis and the VMF Exporter is also rotated to accomodate this result. You may need to recompile models compiled before the 1.772 update.

Read More

Wall Worm, Still Squirming

Posted on Mar 28, 2012 | Last Updated Mar 28, 2012

First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.

Read More

blog, news

Bad Texture Alignment on Brush Geometry and Displacements

Fixed in VMF Exporter 1.21 (WWMT 1.768)
Posted on Feb 13, 2012 | Last Updated Mar 29, 2012

The current VMF Exporter does not yet export the correct texture alignment, rotation and scaling on brush geometry and displacements.

Read More

Vtex.exe - ERROR: Can't convert image from RGBA8888 to DXT1 in CalcLowResImage

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

This error occurs if you are trying to compile an image that has a dimension that isn't a Power of 2.

Read More

Vtex.exe - Problem figuring out outputdir

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

You can get this error when you've saved your TGA files to an incorrect path.

Read More

Studiomdl.exe and Vtex.exe - Unable to find gameinfo.txt

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

This error usually indicates Steam did an update or you are working with a mod that doesn't use the Steam VProject setting. Read the fix here.

Read More

Studiomdle.exe - vstdlib.dll is missing

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

This is a common error that you'll get after a Steam update. The simple fix is to restart Steam and Source SDK.

Read More

Studiomdl.exe - Model has 2-dimensional geometry

Relates also to: Error with convex elements of Mesh
Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

This error is usually caused by models having a $concave flag that do not have proper collision hulls.

Read More

Studiomdl.exe - SteamStartup() failed

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

You'll get this studiomdl error if you try to compile a model and Steam isn't running.

Read More

Studiomdl.exe - Check for write enable

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

This error occurs when the path for the output model does not exist. This is an error that happens at the compile stage and will happen if you are compiling straight from WWMT or by compiling manually from the batch file.

Read More

compile, error, studiomdl

Nothing Happens When You Hit Export

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

Model does not compile when you hit export. Here are some solutions.

Read More

Understanding How to Set Up Paths

Posted on Feb 13, 2012 | Last Updated Feb 13, 2012

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.

Read More

Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Feb 13, 2012

This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.

Read More

Making $jigglebones in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Feb 12, 2012

$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.

Read More

Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Feb 12, 2012

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.

Read More

Generating LODs

Posted on Feb 12, 2012 | Last Updated Feb 13, 2012

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.

Read More

Export Body Groups | $bodygroup

Posted on Feb 12, 2012 | Last Updated Feb 12, 2012

You can export body groups ($bodygroups) directly into Source in 3ds Max.

Read More

Sky WriterConvexity by Maple 3D

Newsletter Subscription