Grouped Geometry is Not Supported
When exporting grouped models to SMD, the SMD exporter will fail to export your model correctly.
Wall Worm
Wall Worm tools, utilities, plugins and scripts for creating Source and Source 2 Game Engine Assets inside 3ds Max. Documentation, tutorials, tips, videos and more.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
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.
Entity Cache
Explanation on how Entities are generated and stored on your computer.
DXF Importer
You can import a DXF scene into Max. This allows you to transfer the basic level design from Hammer to Max.
Archive of Wall Worm Version 1 Changelog
Archive of Changelog 2011-2014
Archive of Wall Worm Version 1.X changelog in 2011 through 2014.
Texturing World Geometry in 3ds Max
Basic tips on texturing world geometry in Max, especially for those with a Hammer background.
Making $jigglebones in 3ds Max for Source
$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.
Using 4Way Blends
Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.