Recent posts

Wall Worm News / Source 2 in Wall Worm Developm...
Last post by wallworm - October 15, 2023, 10:43:48 AM
I wanted to give everyone a heads up on where I am with Wall Worm in Source 2 along with a general roadmap.

First, I've planned on doing Source 2 for years, but I never felt the need yet because of limited games and documentation. CS2 forced my hand on the issue to a degree.

First, expectations. Although I am passionate about WW and maintaining it, the reality is that the amount of time I have for developing WW these days is relegated to the weekends. And truthfully, I often don't want to be at a computer on weekends. So it's really down to when I feel inspired.

Where I am with S2:

Right now I have tools to export WWMT to DMX and VMDL. The support is currently limited to creating a simple VMDL document that will reference the main meshes and collision hulls. My intent is to make WWMT functionality as robust for S2 as S1 but it will take some time.

Once I get enough personal testing of the current VMDL Export with mesh and hulls, I'll release it for testing.

VMDL Export support

  • CVMeshList from WWMT Meshes
  • CVphysicsMeshList from WWMT Collision Hulls
  • Basic settings in Mesh/Hull data from WWMT


  • Animation Sequences
  • BodyGroups
  • LODs
  • Morphs

VMAT Export support

I have not yet started on this. Since my understanding is that S2 is PBR, I might be able to simplify the material authoring with the PBR material that ships with Max.

VMAP Export support

I have looked at the VMAP format briefly and I understand it's a version of DMX. Hopefully I can get that done sometime in 2024.

VMDL Loader

Loading VMDL into Max like the MDL Loader is high on my priority but I would not expect it before the end of 2024.
Wall Worm News / Using WW on a project for CSGO...
Last post by wallworm - October 07, 2023, 11:58:49 AM
Instructions on being able to continue a project started that was configured to CSGO but stopped working after the Counter-Strike 2 release on Source 2.
Bug Reports / Re: WWMT Full MDL import incor...
Last post by wallworm - June 19, 2023, 01:49:35 PM
There are definitely limitations to the MDL > WWMT importer. Unfortunately, I don't have the bandwidth to dig into this particular problem at this time. You might try using Crowbar to convert the MDL into QC+SMDs and see if the QC import has better results.
Commercial Tools / Re: Delete Faces Modifier
Last post by wallworm - June 19, 2023, 01:47:09 PM
Quote from: AeRo on June 05, 2023, 02:17:38 AMAny chance for 2024 version?
This is already included in WW Pro installer. I'll look to update the standalone download in the next week.
WWMT Questions / Re: Not all submodels are impo...
Last post by wallworm - June 19, 2023, 01:46:07 PM
Sorry I was on vacation for a while and got behind on answering emails and posts.

I suspect you are right about the space. The parser for QC files is not perfect and was built with a lot of assumptions about file structures and formatting. I would try to change the space to an underscore in the QC file and then import, and if you need to space, reapply in the scene after import.
WWMT Questions / Re: Not all submodels are impo...
Last post by vaqxai - June 11, 2023, 08:04:23 AM
Bug Reports / WWMT Full MDL import incorrect...
Last post by vaqxai - June 06, 2023, 10:30:28 AM
Ver: 5.903
3dsMax Ver: 26

Steps to reproduce: Wall Worm -> Importers -> Import Full MDL to WWMT
WWMT Questions / Re: Not all submodels are impo...
Last post by vaqxai - June 06, 2023, 09:40:34 AM
The two conflicting bodygroups are called "helmet" and "helmet antenna" specifically, is it an issue with the space character being there?
WWMT Questions / Re: Not all submodels are impo...
Last post by vaqxai - June 06, 2023, 09:27:19 AM
Something very interesting I found is that when changing other bodygroups' submodels, it gets correctly changed? this is 99% a software issue
WWMT Questions / Re: Not all submodels are impo...
Last post by vaqxai - June 06, 2023, 09:20:34 AM
This is how this submodel looks in hlmv:
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