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.
Wall Worm tools allow you to create assets for Source 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.
Anatomy of a Design Team
Teamwork in 3ds Max
This documents the most efficient setup of 3ds Max, Wall Worm and team organization for a Source Engine Project.
The VMT Browser in Wall Worm allows you to browse, preview and assign materials from your game.
OSL Swirl is a simple texture map with a few controls on making swirl textures or swirl masks.
Displacement Proxies allow teams to work more efficiently with displacements in multiple files.
The Lightmapped_4Wayblend OSL map allows you to render 4way blends for props.
OSL Blendmodulate mask to generate a mask as with a WorldVertexTransition shader in Source.
OSL Seamless_Scale (triplanar mapping) shader for 3ds Max 2019.
The OSL Shader for WorldVertexTransition.
Bitmap Crop and Coordinates in 3ds Max
Tutorial on using the BitmapTexture crop function with models and world geometry.
3ds Max 2019
All Wall Worm plugins now support 3ds Max 2019.
Batch Import Levels
Batch import levels from Source and Goldsource into 3ds Max or FBX format.
Exporting Correct Smoothing on Models
Understanding Smoothing Groups and Explicit Normals
Discussion on smoothing groups and explicit normals and how they relate to Source.