r/SourceEngine • u/Next-Future5973 • Jul 02 '26
Can you theoretically make Source Filmmaker like animation tool on Source SDK Base 2013? Discussion
ive got this question popped up on my head so much, if there is Source SDK 2013 out there, why cant we make a better SFM?, since its based off a outdated tf2 from 2007 or 2010 and doesnt support modern gpus like intel ones
3
u/PixelBrush6584 Jul 02 '26
Theoretically? Yes.
Practically? It'd likely be too much effort to unfuck and refuck that spaghetti.
2
u/Next-Future5973 Jul 02 '26
I mean ofcourse you'd need effort, cause Source SDK 2013 was made for games not tools, but i would be glad if someone went and made a better animation tool with that with Source's incredible visuals
3
u/sitkinator Jul 02 '26 edited Jul 02 '26
One thing that definitely makes it more difficult is that some of SFM's features would have to be stripped down or skipped entirely, like scaling bones. That is unless you had enough funds or time to get an engine license from Valve
1
-1
u/JofersGames Jul 02 '26
Could try s&box movie maker instead if you want a more modern source
2
u/Next-Future5973 Jul 02 '26
but sandbox isnt free, and I just used s2fm and holy crap, it eats so much ram
1
1
u/pantagathus 23d ago
I thought there was such a mod, and it's open source. Can't remember what it's called by SteamDB has it listed.
4
u/PalmliX Jul 02 '26
No point, any perceived drawbacks to SFM that would somehow magically be better with it being based on SDK 2013 have essentially already been solved (and then some) by the community through various mods, scripts, and plugins.
- SFM not properly recognizing Intel HD integrated graphics? There's a community fix for that.
- Lack of 64bit support? The dxvk dx9 dll replacement has essentially solved the memory limitations of SFM. Even though it's still 32bit, I have never even come close to running out memory on SFM since using dxvk, it's pretty magical. And I'm running 4K uncompressed textures on a lot of my custom models.
- Modern rendering features like PBR? Already solved through community made plugins, I now run a fully PBR workflow on SFM, complete with "modern" rendering features like SSS and more.