Generating LODs
The Level of Detail Generator on the Level of Detail Tools Rollout lets you generate LOD models from the root mesh. The tool will make lower-res versions of your model so that less polygons are rendered in-game when players move farther away.
Archive of Wall Worm Version 1 Changelog
Archive of Changelog 2011-2014
Archive of Wall Worm Version 1.X changelog in 2011 through 2014.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
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.
Export Textures
How to export your model textures from 3ds Max to Source.
MAP and RMF Importer
3ds Max RMF and MAP file format importer.
Sky Writer
Sky writer allows you to render your 3ds Max scene straight into the Source Game Engine as a HDR 2D sky texture (also known as a cubemap).
Making Your Sky
Series on making your 2D Sky and 3D Skybox in 3ds Max for the Source Engine.
Displacements
An overview of creating displacements for the Source Game Engine inside 3ds Max using Anvil.
Exporting CAT and Biped Models
Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.