Source Filmmaker

Source Filmmaker

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How to use almost any map in Source Filmmaker
By Sockman
If there's a map from a game or mod that you want to use in SFM but it's not compatible, this guide will show you how to port it over so that it works. Note that this has only been tested with Half-Life 2 maps, so certain maps may not work depending on their source engine version and other factors.
   
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Putting the map in your SFM folder
The first thing you should try is putting your map in SFM and seeing if it loads properly. Take the map file (.bsp) and place it into "<Your steam directory>\common\SourceFilmmaker\game\usermod\maps"


Open sfm, and try to load the map, and if you already have it open click "rescan". Make sure you're either searching under usermod or all mods.
How to get the map to work properly
You might get an error that looks like this:

If you click OK, the map will look like it has no lighting. That's because, like the error said, the map doesn't have proper HDR lightmaps built for it.

To fix this we need to recompile the map, so we need BSPSource[github.com] (more info here.)

Now run the .bat (if it doesn't work, you need Java) and decompile the map that needs fixing. Now we need Hammer.

Usually the proper version of hammer is located in a bin folder in the game it's for (ex. common\Half-Life 2\bin). Open it up (it should be called hammer.exe) and open up the decompiled map that BSPSource created (it will be in a .vmf file).

To avoid problems while compiling, we want to get rid of anything that SFM doesn't use. (NPCs, Triggers, certain entities, etc.)
On the right you should see a panel titled "visgroups":

NOTE: The visgroups avaliable will vary depending on the game and map. Also, all of these are in the "auto" tab.
Keep "World Geometry" checked. You can safely uncheck "Tool Brushes" (Unless under it you find "Block Light", check that so that lighting is normal). For "Entities", uncheck point entities, but check lights after. Under "World Data" you can check everything. (If the map is having issues when you compile it, try unchecking "props" under world data)

Now we can compile. Go to "FIle-> Run map" and set BSP to normal, VIS to Fast (you can also do normal, but it doesn't matter too much with SFM and it just makes it take longer to compile), and RAD to Normal. MAKE SURE THAT HDR IS CHECKED!!! Also uncheck "don't run the game after compiling."

Now hit OK and wait for it to compile. You should find the file under the game's maps directory (ex. \common\Half-Life 2\hl2\maps). If you don't know how to put it into SFM refer to the first section.
What if I still have problems?
If the map has issues when you load it in SFM, sometimes it's because you just have to play around with the visgroups a bit to find what works. The visgroups avaliable will vary from game to game and map to map, so just play around with them and use your common sense.

Generally point entities should be disabled except for lights. Point entites can mess with things and make stuff like this happen:

Otherwise, the issue may have to do with hammer. In any case, google is your friend, and if you have any issues that you can't find a solution to, feel free to ask in the comments.
15 Comments
DoctorPhantom 11 Apr, 2024 @ 8:36am 
my l4d2 map is only part textured???
DoctorPhantom 11 Apr, 2024 @ 8:27am 
do l4d2 maps work?
unoviverse 1 Jul, 2023 @ 9:28pm 
this is good cus we fans of gmod animation are solving an arg related to a map and i thought lets open it in sfm see what happens?
wiimeiser 20 Dec, 2020 @ 5:59am 
AFAIK most maps that work in Gmod will run in SFM if they're small enough (I think rp_truenorth is too big) and have no VMEX protection. Of course, there are exceptions, for example, gm_abstraction_extended will crash if any brush renders onscreen.

Then there's the matter of Counter Strike, which SFM has no resource support for whatsoever.
Spongebob 11 Dec, 2020 @ 3:57am 
About visgroups i think you need to type in console mat_specular 0. if that didnt worked i dont know then
DogFrogBird 20 Oct, 2020 @ 5:29pm 
@Pvt. Pancakes the BSPs are in the GMAs
Pvt. Pancakes 30 Mar, 2020 @ 2:28pm 
Can't find BSPs for the map I want, I can only find GMAs.
4 Jan, 2020 @ 10:52am 
It also does not require download too.
4 Jan, 2020 @ 10:52am 
@Nugget There's a thing in Garry's mod bin called Gmad.EXE. You can use that to automatically decompile the map and be ready to use for SFM, just put it in usermod/maps in sfm, or if it's a model, decompile that and get the textures and models and put that in usermod/materials or usermod/models.
Sockman  [author] 4 Jan, 2020 @ 10:00am 
@Nugget For maps that have custom textures/models that aren't include in SFM, you need to place those assets in SFM manually. If you can't find them, you need to use software like Pakrat or VIDE to extract those assets from the BSP and put them in a corresponding location in SFM's files.