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 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
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.
VMT Browser


The VMT Browser in Wall Worm allows you to browse, preview and assign materials from your game.
Latest Articles
The Grid and Manipulation
Documents on the grid and related topics.
Nudge Tools
Nudge Tools in Wall Worm
VBSP.exe has stopped working
VBSP can crash if there are no entities or world geometry in your scene.
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

Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.