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
On the Grid
Information and videos on using the grid in 3ds Max for Source Engine Level Design.
Exporting Correct Smoothing on Models
Understanding Smoothing Groups and Explicit Normals
Discussion on smoothing groups and explicit normals and how they relate to Source.
Latest Articles
VMAP Exporter
The Wall Worm Level Exporter can export 3ds Max scenes into Source 2 VMAP files.
PBR Material Support
PBR Material support in Wall Worm.
Source 2 FGD Parser
The FGD parser in Wall Worm supports Counter-Strike 2 to create game entities inside 3ds Max.
VMDL Exporter
Exporting VMDL files from 3ds Max into Counter-Strike 2.
Using Legacy CS:GO with Wall Worm
How to revive a project started in CS:GO after the update to Source 2 in Counter-Strike 2.
Instructions on using Wall Worm Projects configured for Counter-Strike: Global Offensive after the release of Counter-Strike 2 on the Source 2 engine.
Tutorial: Nuclear Cooling Towers
How to create nuclear cooling towers with Displacements
Tutorial on creating nuclear cooling towers as displacements for the Source Engine.
A Decade of Wall Worm
Wall Worm turned 10 years old in 2020. Here is a little status update.
Converting Displacements to Models
Steps on converting a collection of displacements to props.
Starter Kits
Source Engine level design starter kits will automate some entity setups for common level design tasks.
Wall Worm 4, 3ds Max 2020 and Black Mesa News
Wall Worm 4.0 Released and other news about 3ds Max.