Visgroup Manager
The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.
MDL File Loader
Geometry Plugin to load Valve's MDL files directly into 3ds Max.
Your 2D Sky and Sky Writer
Overview of setting up a scene in 3ds Max to render out as a 2D sky for your level with Sky Writer.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.
Washed Out Textures
Instructions of getting your materials to import without being washed out in color.
Phong Materials
Setting up a Phong material for Source using Wall Worm.
Export Multiple Texture Skins
You can give your model multiple skins (textures) so that the same mesh can look differently in different uses.
Displacements
An overview of creating displacements for the Source Game Engine inside 3ds Max using Anvil.
Wall Worm, Still Squirming
First Wall Worm blog entry. A brief discussion on the past, present and future of Wall Worm.
Displacements Fail to Export
Some tips on troubleshooting displacements failing to export from Max into Source.