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DixxieCup Jul 11, 2017 @ 3:52pm
Gmod vs SFM
I really wonder why more people insist on making gmod models and props instead of doing it for sfm. SFM needs love too :C
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Showing 1-15 of 27 comments
Marco Skoll Jul 11, 2017 @ 4:29pm 
Because Gmod is considerably more popular - it's much more open for online interaction, can be used for all kinds of sandboxy mucking about rather than just making images, it's considerably less technical to get into, it's much better supported, etc, etc.

Also, a huge chunk of GMod content is trivial to get working in SFM.
DixxieCup Jul 11, 2017 @ 4:39pm 
:(
Krinkov Jul 11, 2017 @ 4:48pm 
Making models for Gmod in most cases is basically the same thing as making them for SFM.
Capt Fuzzy Jul 11, 2017 @ 5:29pm 
Originally posted by Krinkov:
Making models for Gmod in most cases is basically the same thing as making them for SFM.
Yup, in fact, I even did a tutorial for how to get GMOD models into SFM, it's really rather easy, as this guide demonstrates:
http://steamcommunity.com/sharedfiles/filedetails/?id=782484437
DixxieCup Jul 11, 2017 @ 6:47pm 
Wait so putting them in the usermod folder breaks them?
Is that why models with full textures show up as checkers?
Marco Skoll Jul 11, 2017 @ 7:59pm 
Originally posted by KapItalist Ball:
Wait so putting them in the usermod folder breaks them?
No.

But putting things in usermod is a way to break your SFM install. You can easily overwrite or override other important files, seriously fouling up your SFM (which can be a major job to fix, potentially demanding the complete manual de-installation of everything in usermod)

Even if you don't break anything immediately, lazy file management can come back to bite you later on. SFM will crash if it tries to index too many assets - a well organised mod system allows you to disable assets you're not using to avoid the problem. (Throwing everything in usermod... not so much. Usermod cannot be disabled or reprioritised).

Given how easy it is to create new mod folders and add them into the SFM search paths, there's really no good reason to install anything to usermod.

Is that why models with full textures show up as checkers?
I've come across a fair few GMod assets that aren't properly organised, put into folders which isn't where the engine is looking for them.

I don't know if GMod has automatic trickery that lets it cope with that, but in SFM, it can take learning the skills of how to reorganise things into the places where Source expects them to be. (That usually means checking the console, but Crowbar or a hex editor can also be useful, as they can let you check the correct filepaths for a specific model and its materials).
~Sylvia~ Jun 19, 2018 @ 1:27pm 
Originally posted by KapItalist Ball:
I really wonder why more people insist on making gmod models and props instead of doing it for sfm. SFM needs love too :C

SFM is a great program, but most people want more slapstick humor. SFM does not have the right tools to do such a thing. Garrys mod is game with a huge community supporting it so it has tons of tools. Garrys mod takes alot more work then SFM. Garrys mod you have to animate each frame. SFM you can have the program make movements and pre made sequences. So if you want to make a humorus animation gmod is what you want. If you ever want to make a animation with a diffrent atmosphere SFM is the best choice.
Mr.Ronald Feb 12, 2019 @ 10:31am 
I honestly think that it's the opposite. Garry's mod doesn't have a lot of well made models that are for making artwork or posing. Most of them are just poorly made playermodels that can't be used to make artwork due to their limitations. While on SFM, you can mostly find any franchise models like for example (A Hat In Time, JoJo's Bizarre Adventure, FNAF, Undertale, Super Smash Bros and etc.) Some of the examples are available in Gmod. But like I said. They are just playermodels that can't be used to make artwork. It's rare to find decent models that are actually for posing in Gmod. I think Gmod deserves more love instead.
green Feb 12, 2019 @ 10:46am 
Why the necro? :lunar2019deadpanpig:
Marco Skoll Feb 12, 2019 @ 11:22am 
... yeah, got to be honest, kind of a necro (given the thread was old enough it could only be found by searches rather than on the forum page).

Thing is, one way or another, it's part "swings and roundabouts" and part "the grass is greener on the other side of the fence".

GMod's character models are often fairly weak, yes (and I often consider myself to be scraping the barrel if I have to use one).

On the other hand, GMod's workshop is often full of very usable props and vehicles that are missing from SFM sites - and when it comes to maps? Well, when they've actually been compiled with HDR (and the odds on that aren't great), GMod's maps (particularly "RP" maps) can be an absolute godsend, being full of useful everyday locations that game maps often completely omit (or turn into a warzone).

My artwork uses maps originally made for GMod far more often than I use maps originally made for SFM.
Last edited by Marco Skoll; Feb 13, 2019 @ 2:59am
Mr.Ronald Feb 12, 2019 @ 7:06pm 
I found this discussion on Google. Even if it's a long time ago. I still wanted to comment because it bothers me.
Last edited by Mr.Ronald; Feb 12, 2019 @ 7:09pm
EmperorFaiz.wav Feb 12, 2019 @ 9:49pm 
Too bad you spread misinformation on Gmod player model is useless in SFM. Limited? Depending on the model so that somewhat true but still doesn’t matter if the player model is well made with better rigging, bodygroups and more. Useless? That’s bullsh*t. In fact, SFM deserves more love than Gmod especially from Valve due to how somewhat buggy SFM is and several nonsensical design decisions like unable to pose/animate at 60 seconds without extending the channel clips first or no compressed AVI render option.
Last edited by EmperorFaiz.wav; Feb 12, 2019 @ 9:55pm
Mr.Ronald Feb 12, 2019 @ 10:17pm 
I mean that's your opinion.
EmperorFaiz.wav Feb 12, 2019 @ 10:22pm 
Thank you, Capt Obvious.
Mr.Ronald Feb 12, 2019 @ 10:39pm 
I honestly don't know what you have against me.
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Date Posted: Jul 11, 2017 @ 3:52pm
Posts: 27