Wall Worm

Wall Worm (also known as wallworm, WWMT and Wall Worm Model Tools) is a collection of tools and utilities that was initially released on November 18, 2010 for creating content for the Source Game Engine. The toolset is written in MAXScript, which is a scripting language in Autodesk 3ds Max.
The author of Wall Worm, Shawn Olson, started writing these tools when he found that creating content for Source was not as easy as it could be. That sentiment was actually shared by Gabe Newell of Valve who has been quoted as saying that the native development tools for Source (AKA Source_SDK) are "very painful" to use.
The first notable mention of Wall Worm was a feature on the front page of Polycount. That article noted that "It seems to be common knowledge that getting your models into the Source Engine can be somewhat of a trying task." Referring to Wall Worm, the author said, " pleasure seeing these kinds of tools pop up that help us artists to showcase our artwork without much fuss".
During development, Olson collaborated with other 3ds Max/Source developers, including Neil "Jed" Jedrzejewski, Cannonfodder and Michael Little. Wall Worm is listed in the Valve Developer Community as a tool for 3ds Max.
The toolset gives a graphical user interface to control many of the parameters needed to compile models, textures and levels inside 3ds Max.
Mods and Levels Crediting Wall Worm
Wall Worm was credited by the authors of de_atlantis as a resource used in making that level. de_atlantis won 1st place in Gamebanana's 2012 Underwater Mystery mapping contest.
Wall Worm was credited by the creator of the Half-Life 2 mod Spherical Nightmares.
Key Features
Wall Worm started as a toolset to allow users to export and compile models from 3ds Max into Source's MDL format. Over the course of its development, its scope has broadened into level design. Below are some of the tools it has:
* QC Exporter (creates QC files)
* SMD Exporter (intermediate text files used to describe model geometry)
* VTA Exporter (format needed for facial animations)
* LOD (Level of Detail) generator
* Collision Hull Generator
* VMF Exporter (format used for describing a game level, which is also used by Hammer).
* HDR Sky Texture Renderer/Compiler
* Material and Texture Exporter
* SMD and QC Importer
 
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