WWMT Docs
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Gmod and Wall Worm
Set Up Wall Worm for Garry's Mod in 3ds Max
Instructions and video on setting up Wall Worm to export levels, models and materials using Wall Worm 3.71+ and 3ds Max 2018.
Character Models
Articles related to making character models for the Source Game Engine.
Exporting CAT and Biped Models
Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.
Hitboxes and Bone Properties
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
Understanding How to Set Up Paths
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.
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.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
Global Settings and Configuration
This floater controls global settings for Wall Worm. The settings control some system settings as well as default settings for common tools and actions in Wall Worm.
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.
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