Export Options Rollout

This rollout was removed in the 0.99 update. All items on this page still exist on the site but have been split up and consolidated with other settings in other rollouts. This page is here only for reference for people using older versions of WWMT.

The Export options rollout is where you can control many of the basic settings for your model. WWMT does not include an exhaustive list of all QC command controls. Instead, it provides the most common and basic settings for controlling your model and QC file. Should you need to add options not listed here, you can open the QC file and add them manually.

$illumposition $shadowlod Surface Property Contents $staticprop $opaque $mostlyopaque $scale HL1 Format $masscenter $automass $concave $mass $inertia $damping $drag Use Local Origin as World Origin Use Alternate Origin Model Folder Path Material Folder Path $modelname Run Export

Export Options

Illumination Position | $illumposition

Clicking this button will select the yellow point helper that controls the $illumposition property of your model. You can then move the yellow helper to a position from which you want the model to be lit.

Shadow LOD | $shadowlod

Check this option to force your model to use the lowest LOD for the shadow. If you do not have LODs for this model, the option is ignored.

Surface Property | $surfaceprop

Use this menu to set the $surfaceprop command for your model. The list here is from Valve's stock props.

The $surfaceprop controls things like the sound emmited from the property during collisions as well as various effects in game.

Contents | $contents

This menu lets you choose the content_type of the model. The default is solid.


Static Prop | $staticprop

Setting the $staticprop option will tell the compiler that this model has no animations. All bones will be removed. Note that if you have a Collision Hull, then setting $staticprop will make the QC file use the $collisionmodel QC command; if $staticprop is not set, the QC file will use $collisionjoints instead.

Opaque | $opaque

Setting the $opaque option make this model assumed to be opaque in-game. This is a performance setting.

Mostly Opaque | $mostlyopaque

Setting the $mostlyopaque causes the model to be rendered in two passes in-game. It is a performance setting for some kinds of models like trees that have multiple parts--some of which are opaque and others of which are not opaque.

Scale | $scale

This setting will scale the model by the given float value at compile time (not in the 3ds Max viewport).

Collision Hull and Physics

Mass Center | $masscenter

Click this icon to create a $masscenter point helper (or select the model's $masscenter helper if one was already made). This will create the center of mass for your model. By default, the model's center of mass is at its origin--this will let you move that to an appropriate spot.

Auto Mass | $automass

Click this setting if you want the mass of the model to be determined automatically based on the model's $surfaceprop.

Mass | $mass

Manually set the mass of the model in Kilograms.

Inertia | $inertia

Manually set the inertial scale.

Damping | $damping

Manually set the damping scale.

Drag | $drag

Manually set the drag scale.

Concave | $concave

Tells the compiler that the Collision Mesh should be broken up into the individual objects and their Element sub-objects. If not set, the collision mesh objects are converted to a single convex mesh.


Use Local Origin as World Origin

Use this option to offset the origin of your compiled model in relation to the model's distance from the current Max Scene's world origin. This is necessary if you design in a scene and the model is not located in the world's origin. It may even be necessary if your model is at the world origin but the model's pivot point is not at [0,0,0] .

Alternate Origin Method

If you use the Use Local Origin as World Origin method and your model is still not centered in the model viewer, you may want to check the Alternate Origin Method added in Version 0.93 .

Export Paths and Options

Model Folder Path

Enter the path for this model starting with the folder name that is inside your mod's model folder. For example: if your mod's model folder is located at C:\Program Files (x86)\Steam\steamapps\username\Counter-Strike Source\cstrike\models, enter customfolder/myproject into Model Folder Path to make the model compile to C:\Program Files (x86)\Steam\steamapps\username\Counter-Strike Source\cstrike\models\customfolder\myproject*.

Material Folder Path

Enter the path for this model's materials starting with the folder name that is inside your mod's material folder. For example: if your mod's material folder is located at C:\Program Files (x86)\Steam\steamapps\username\Counter-Strike Source\cstrike\materials, enter customfolder/myproject into Model Folder Path if your model's texutes (VTS and VMTs) are located at C:\Program Files (x86)\Steam\steamapps\username\Counter-Strike Source\cstrike\materials\customfolder\myproject.

HL1 Format

This option is only here for allowing you to export the model's SMDs as HL1 format. Note that I have not tested this feature... Use at your own risk. All it does it tell the SMD exporter that the SMDs are targetting the HL1 engine. If working in the Source engine, never click this option.

Model Name | $modelname

Enter the name of this model (with no file extensions). If you enter "MyModelX", then the $body SMD will be MyModelX.smd and the final compiled model will be MyModelX.mdl.

Run Export

Click this button when you are ready to run the exporter. Below is what happens:

  1. WWMT makes a QC file based on the settings in WWMT.
  2. WWMT exports all SMDs into your Export Path (which is controlled by the WWMT Export Option: Model Root and this model's Model Folder Path).
  3. If you have entered the Bin Directory, WWMT writes a Batch file into the same director as your QC file that will run the compiler for your QC.
  4. If Compile Models on Export is turned on and you have entered the Bin Directory, WWMT will run the compiler batch file. If Steam is running and the destination folder (compiled model target folder) exists, you should now be able to load your model in the model viewer.