If you’re a Garry’s Mod (GMod) creator or someone who modds Source engine games, chances are you’ve experimented with Source Filmmaker (SFM). Maybe it’s for beautiful cinematic intros, machinima-style trailers, or even slick thumbnails and splash screens for your add-ons. Compiling—the process of turning your project into a finished image or video—can be surprisingly tricky, especially if you intend to use your work outside SFM compile.
Whether you’re curious about the best way to export a GMod intro, wondering why your animation looks choppy, or aiming to create custom assets for loading screens, this expanded guide is written for you. It demystifies the compile process and helps you achieve professional results that look great both in-game and out.
Why SFM and GMod Work So Well Together
SFM and GMod share a common foundation: both run on the Source engine. That means you can easily share models, maps, and other assets between them. This compatibility also ensures your rendered animations and images are already “Source-friendly,” which can save you a lot of time converting formats. Modders use SFM to:
- Build cinematic intros for maps, mods, or gamemodes
- Render high-quality scenes for trailers and promo videos
- Animate scripted intros or cutscenes (even if they play outside SFM)
- Generate custom artwork for thumbnails, icons, banners, or splash screens
What Does “Compiling” Mean in SFM?
When you “compile” in SFM, you’re rendering your animation or poster into a usable file format, such as:
- Poster: A high-resolution PNG or JPG
- Video (AVI): An uncompressed video file, great for editing or converting
- Image Sequence: A folder with each video frame as an individual PNG or TGA, ideal for editing
For modders, compiled files are usually:
- High-quality AVIs or (after conversion) MP4s for intros and trailers
- Posters for Steam Workshop thumbnails or menu backgrounds
Get Ready—Things to Check Before Compiling
Before you start rendering, make sure to:
- Import Your GMod Assets Correctly
Use the game/addon mounting feature in SFM to bring over GMod maps, playermodels, or custom props. Check for missing textures, and fix any “purple/black” errors before rendering. - Prepare Your Timeline and Camera
- Lock the camera to your shot for consistency
- Set your desired frame rate (usually 24 or 30 fps)
- Choose a precise start and end frame to avoid blank sections
- Tweak Render Settings for Quality
Use Steam launch options (like -sfm_resolution 1920 1080 -sfm_antialiasing 8) to improve output quality.
Choosing the Right Export Option
Depending on your project, pick the method that fits your needs:
Intros or Trailers
Export as AVI (uncompressed) or as an Image Sequence. Then, convert or edit as needed.
- AVI Pros:
- Quick, single-file output
- Easy to convert to MP4 for YouTube, Steam Workshop teasers, or Discord
- Image Sequence Pros:
- Highest visual quality
- Best if you plan to edit frames, add effects, or sync audio in video editors
Tip: GMod itself can’t play AVI or MP4 as in-game cutscenes, but these video files are perfect for promotional content online or for workshop pages.
Thumbnails, Loading Screens, and Icons
Export a Poster (PNG preferred for quality). Use this for:
- Workshop thumbnails
- Main menu visuals
- Banners or in-game splash screens (resize/crop as needed)
Recommended Compile Settings for Modders
Setting | Recommended Value | Why It Works |
Resolution | 1920×1080 or higher | Suitable for HD/YouTube and Workshop pages |
Frame rate | 30 fps | Smooth animation for intros/trailers |
Anti-aliasing | 8x or 16x | Reduces jagged edges in final render |
Motion blur | Optional | Adds cinematic look (use sparingly) |
Format | Image Sequence or AVI | AVI for speed, sequence for flexibility |
Step-by-Step Compiling Workflow
For Posters (Thumbnails/Icons)
- Pause the animation at your ideal frame.
- Go to File > Export > Poster.
- Choose PNG, pick your camera, and save.
For Videos (Animations)
- File > Export > Movie
- Set output folder, frame range, and select AVI (Uncompressed/Raw)
- Export
For Image Sequences
- File > Export > Image Sequence
- Choose PNG or TGA, specify frame range and output directory
- Export and compile external video as needed
Converting SFM Output for GMod (and Beyond)
Need MP4s for Sharing or Online Use?
Convert your AVI/image sequence to MP4 using FFmpeg (free software) with a command like:
ffmpeg -framerate 30 -i frame%04d.png -c:v libx264 -pix_fmt yuv420p output.mp4
Or use a video editor like Premiere, DaVinci Resolve, Shotcut, or CapCut for more advanced edits.
Want a Custom Loading Screen?
- Export your poster (1920×1080 recommended)
- Save as JPG or PNG
- Place it in your GMod materials/gui folder as loadscreen.jpg for a custom loading image
Smart Workflow Tips for Modders
- Stay Organized:
Keep all renders, sequences, and supporting assets in labeled folders for each project. - Enhance Audio in Post:
Add voiceovers, music, and sound effects using external editors like Audacity or your preferred video app for better control. - Test Short Clips First:
Render 3–5 second sections to check for quality, frame rate, and errors before a full-length export. - Always Backup:
Long renders risk crashing, so save multiple project versions beforehand.
Essential Tools in Your Toolkit
Tool | Purpose |
SFM | Scene creation and keyframe animation |
FFmpeg | Video conversion and image sequence stitching |
Premiere | Advanced video and sound editing |
GIMP/Photoshop | Thumbnail, poster, and image manipulation |
Audacity/OBS | Audio editing and simple capture |
Why Compiling Matters for GMod and Game Mods
A polished trailer, an eye-catching thumbnail, or a unique menu background can elevate how people see your mods or maps. SFM helps you deliver that professional, cinematic touch—no massive studio needed. The right compile settings ensure your work is crisp, clear, and engaging on Steam Workshop and beyond.
Frequently Asked Questions
Can I put SFM renders directly into GMod?
Not as in-game videos, but you can use the exported images and videos for your loading screens, cutscenes (outside of gameplay), thumbnails, and UI assets.
Can I compile directly to MP4 in SFM?
No. You’ll need to export as AVI or image sequence and then convert to MP4 using external tools.
What’s the ideal thumbnail size?
1920×1080 for most screens; 512×512 is a good option for icons. Keep files under 2MB for Steam.
Is image sequence better than AVI?
Yes, particularly for editing. AVI is faster for quick previews but less flexible in post-production.
Wrapping Up
Compiling projects in SFM isn’t just a technical hurdle—it’s your chance to put a professional shine on your efforts as a GMod creator or game modder. With a clear workflow, attention to quality, and a little creative polish, your work can easily stand out in the community. Remember, you don’t need fancy equipment; just a good workflow, knowledge of the workflow above, and a drive to make your modding projects look their best.