currently, SFM will only load cloud assets that are currently loaded in s&box itself, meaning you need to have the game window loaded onto a map in order for it to load in the session dmx. This also applies to gamemodes and gamemode specific assets (like sandbox mode and the physgun beam effect), so if a gamemode or map goes offline, the entire sfm animation session is basically nuked, with no means of fallback
How would you like it to work?
simply, each asset loaded into an SFM session could be marked by the creators/animators to be downloaded locally, including the gamemode and maps. all assets would be snapshots and remain unchanged even if they are updated by the creators, maybe with an option for the creator to sync the assets back to the cloud
perhaps it could be a new window where SFM has a list of every asset synced up to the cloud, with buttons or context menus for converting them to local assets and vice versa
What have you tried?
the best workaround for this shortcoming is to load into the gamemode AND map relevant to your specific animation session every time you want to work in it or render it
For?
Source Film Maker
What can't you do?
currently, SFM will only load cloud assets that are currently loaded in s&box itself, meaning you need to have the game window loaded onto a map in order for it to load in the session dmx. This also applies to gamemodes and gamemode specific assets (like sandbox mode and the physgun beam effect), so if a gamemode or map goes offline, the entire sfm animation session is basically nuked, with no means of fallback
How would you like it to work?
simply, each asset loaded into an SFM session could be marked by the creators/animators to be downloaded locally, including the gamemode and maps. all assets would be snapshots and remain unchanged even if they are updated by the creators, maybe with an option for the creator to sync the assets back to the cloud
perhaps it could be a new window where SFM has a list of every asset synced up to the cloud, with buttons or context menus for converting them to local assets and vice versa
What have you tried?
the best workaround for this shortcoming is to load into the gamemode AND map relevant to your specific animation session every time you want to work in it or render it
Additional context
No response