Wall Worm
Wall Worm is a script and tool developer focused on 3ds Max and various Max-related pipelines. Historically, Wall Worm was devoted soley to optimizing the Source Engine asset pipeline. The Wall Worm toolset itself is a Source-only toolset. However, many new tools are generic in nature (for any game engine, VFX, VIZ, etc), such as the CorVex plugin and most other new tools.
See the official Autodesk blog feature about Wall Worm developer Shawn Olson, Wall Worm and Black Mesa: From Black Sheep to Black Mesa and Beyond.
Common Destinations
Wall Worm tools allow you to create assets for Source and Source 2 in a way that was not possible before. You can build models, textures and levels inside one environment (3ds Max) and compile them straight into Source. Wall Worm tools have been used in the pipelines of many games including Dear Esther, Black Mesa and by designers of CS:GO Operation maps and many more.
Wall Worm works in collaboration with other 3ds Max/Source developers to help enhance all the tools available to designers and mod teams.
Featured Articles
Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.
Understanding Wall Worm Displacements
Overview on working with displacements in 3ds Max for the Source Game Engine.
Latest Articles
Creating Brush Corridors and Terrain
ShellVex functions for creating ShellVex brush systems from selected objects.
CorVex Utility Floater
Basic overview of the CorVex Utility Floater.
Mass Model Fetch
The Mass Model Fetch Utility allows you to import multiple props into your scene at once.
Importing Models
Articles and documents related to importing model assets into 3ds Max.
Why are Models Appearing as Cubes?
When reopening a scene the models can appear as cubes if the game settings do not include paths to the source MDL files.
This document explains why models can appear as cubes instead of props when importing VMF or MDL nodes.
Stereo Flexes
Instructions on painting stereo weights to export into DMX.
Using 4Way Blends
![Using 4way blend](/media/1/image/jpeg/tiny/180_using_4way_blend_first_frame.jpg)
Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.
MDL Loader isn't working
Instructions on manually setting the correct plugin paths if WW did not set them during installation.
Convert Scene to Model
Instructions on converting a scene into a model or clustering multiple model props into single models.
Porting Levels
Articles related to porting levels into Source using 3ds Max and Wall Worm.