Visgroup Manager
The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.
Using 4Way Blends
Overview of creating and working with Lightmapped_4WayBlend shaders in Wall Worm.
Model & Basic QC Rollout
Explanation of the model and basic qc rollout inside WWMT where you assign the mesh, set model/material paths and set some basic parameters.
Importing Source Assets
This series covers the steps needed to re-use Source assets inside of 3ds Max.
Advanced Texture Controls
With Wall Worm Pro, you can export arbitrary texture maps as VTF files in Source.
Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.
Export Textures
How to export your model textures from 3ds Max to Source.
Getting Started with your Sky
Getting started with your level with the intent of building both a 2D sky and 3D Skybox.
Export Body Groups | $bodygroup
You can export body groups ($bodygroups) directly into Source in 3ds Max.
Creating Entities
Details on what objects automatically export as entities in a VMF and how to manually create other entities.