Making Ragdolls in 3ds Max for Source
Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.
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.
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.
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.
Example Files
3ds Max files showing how to do various tasks in Wall Worm.
Imported Brush UV Scale Wrong
Fix for importing correct UVs on brushes when the source texture is not a power of 2.
Archive of Wall Worm Version 1 Changelog
Archive of Changelog 2011-2014
Archive of Wall Worm Version 1.X changelog in 2011 through 2014.
Purging Corrupt Utility Files
Instructions on deleting corrupt utility files that can stop Wall Worm from working correctly.
Why are Models Appearing as Cubes?
When reopening a scene the models can appear as cubes if the game settings do not include paths to the source MDL files.
This document explains why models can appear as cubes instead of props when importing VMF or MDL nodes.