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Wall Worm Model Tools

The Wall Worm Model Tools (WWMT) is a MAXScript utility to help you send your models from 3ds Max to Valve's Source Game Engine. The purpose is to make the process go faster. If you've ever made a model for the Source Game Engine, you know how much of a drag it is--all of the work comes after you've designed your model.

With WWMT, there is no more need to write QC and VMT files in most circumstances. With WWMT and the VMF exporter, you can even output your models and level all at once!

Here are some pages to help you learn more about WWMT:

Latest Articles

Advanced Bone Settings

Posted on Jan 18, 2015 | Last Updated Apr 22, 2019

Information on adding bones to your model or controlling advanced parameters.

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bones

Example Files

Posted on Dec 20, 2013 | Last Updated Dec 20, 2013

3ds Max files showing how to do various tasks in Wall Worm.

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Gmod and Wall Worm

Set Up Wall Worm for Garry's Mod in 3ds Max
Posted on Aug 18, 2013 | Last Updated Apr 3, 2018

Instructions and video on setting up Wall Worm to export levels, models and materials usinf Wall Worm 3.71+ and 3ds Max 2018.

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gmod, garry's mod, garrysmod, steampipe, setup

Exporting CAT and Biped Models

Posted on Jul 19, 2013 | Last Updated Dec 10, 2014

Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.

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cat, biped, animation, character, bip, skin, animated model

Hitboxes and Bone Properties

Posted on Dec 23, 2012 | Last Updated Apr 22, 2019

The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.

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bone tools, bones, jointsurfaceprop, massbias, mass, bias, hitboxex, hitbox group

Using the IK Tab

Posted on Dec 2, 2012 | Last Updated Feb 27, 2019

Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.

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IK, collisionjoints, jigglebone, jointcontraint

Understanding How to Set Up Paths

Posted on Feb 13, 2012 | Last Updated Jun 21, 2018

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.

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file system paths

Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Jul 1, 2017

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

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vta, facial, morpher, morph-o-matic, flexfile

Making $jigglebones in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

$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.

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Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

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.

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ragdoll, collisionjoints, ik tab, joints

Subtopics of Wall Worm Model Tools