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DMX, SMD and VTA Exporter

Posted on May 5, 2012 | Last Updated Oct 14, 2018

Explanation of the DMX, SMD andVTA Exporter packaged with Wall Worm. Use the SMD Exporter or VTA exporter to get your models into Source.

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dmx, smd, export, exporter, 3ds max, 3ds max 2014, vta, source, sdk, game

VBSP Parser

Import Detail Sprites into 3ds Max
Posted on Nov 1, 2013 | Last Updated Feb 22, 2014
VBSP Importer

Import prop details from your VBSP files.

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vbsp, detail, sprites, importer, detailsprites

WWMT Changelog

Posted on Feb 12, 2012 | Last Updated Nov 3, 2024

Wall Worm tools changelog. Includes information and release date on each update to Wall Worm.

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wwmt, changelog, updates, release notes

Porting Levels into Source

General Overview of Converting Scenes that Were Not Designed with Source in Mind
Posted on May 14, 2016 | Last Updated Dec 30, 2020

Overview on porting scenes and levels from other sources.

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port, convert, scenes, games, levels

OSL: Lightmapped_4Wayblend

Posted on Jun 8, 2018 | Last Updated Jun 8, 2018

The Lightmapped_4Wayblend OSL map allows you to render 4way blends for props.

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4way, blend, osl

Exporting CAT and Biped Models

Posted on Jul 19, 2013 | Last Updated Dec 10, 2014

Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.

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cat, biped, animation, character, bip, skin, animated model

Advanced Bone Settings

Posted on Jan 18, 2015 | Last Updated Apr 22, 2019

Information on adding bones to your model or controlling advanced parameters.

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bones

Cordon Manager

Posted on Jun 9, 2012 | Last Updated Jun 9, 2019

The cordon manager lets you use multiple cordons and limit the compiling of your level to the area inside the cordon.

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cordon

Entity Cache

Posted on Sep 9, 2014 | Last Updated Sep 26, 2018

Explanation on how Entities are generated and stored on your computer.

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entity, entity cache, reparse entities, reparsing,

Export Multiple Texture Skins

Posted on Feb 12, 2012 | Last Updated Sep 22, 2019

You can give your model multiple skins (textures) so that the same mesh can look differently in different uses.

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skins, texturegroup