Wall Worm Anvil

Formerly called Wall Worm Displacement Tool

Anvil is a set of Level Design Tools that help you get your 3ds Max scene into the Source Game Engine. The main features of Anvil are:

  • Tools to create Displacements
  • Tools to tag geometry as world (brush) geometry
  • Tools to tag objects as belonging to the 3D Skybox
  • VMF Exporter

Anvil User Interface

Latest Articles

VMF Importer

Posted on Jun 25, 2013 | Last Updated Mar 4, 2017
Esther VMF ImportJakobson in 3ds Max

You can use Wall Worm to import a VMF into 3ds Max. This allows you to bring in your Hammer project into 3ds Max.

Read More

vmf, import, importer, hammer, 3ds max, hammer-to-max

Understanding Wall Worm Displacements

Posted on May 31, 2013 | Last Updated May 19, 2016

Overview on working with displacements in 3ds Max for the Source Game Engine.

Read More

displacements, sculpt mesh, brush

Displacement Texture Scale Sometimes Incorrect

Understanding Displacement Blend Texture Scale
Posted on Oct 11, 2012 | Last Updated Oct 11, 2012

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.

Read More

displacement, texture, incorrect, scale, problem, fix, blend, worldvertextransition

Exporting a Level from 3ds Max into Source

Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Posted on Oct 8, 2012 | Last Updated Feb 28, 2015

Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.

Read More

vmf, animated texture, video turorial, sample file, download

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 May 31, 2013

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

Read More