Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
PTI element: Large (4x2x1 / 512x256x128) observation room
Seeing a screen shot here: http://theportalwiki.com/wiki/File:Port ... ent_02.jpg which has a different observation room from the one featured in the editor, it inspired me to clone the observation room and create a 4-block wide observation room. It is not identical to that screenshot, but it has similar principle: Ligher mood, things (having) happened. The ZIP file contains the observation room, a simplified observation room, and the snippet of text to insert in your editoritems.txt. The room instances will be put in sdk_content/maps/instances/p2editor/ .
Want You Gone Music and Lyrics
This will play "Want You Gone" (Portal 2 credits) and display the lyrics at the same time. Extract the zip folder and run "Want_You_Gone.bat" to start. See the ReadMe document for more info. Note: This will only work with a Windows computer.
Custom Coop Start+Platforms+Calibration Room
This is a Instance Pack with 3 things. -First Instance is Blue and Orange buttons for coop (Totally Custom) -Second is the full room Instance to start the coop map (using the blue and orange buttons). -And the final is a Start Coop with the Room instance full. Instructions: -Darkylight's Instances goes to sdk_content/maps/ You only need to create a func_instance with it and run the game Glados Language is your Portal Language. -Fixed The nodraw wall <-< -Video: http://www.youtube.com/watch?v=DuqFc37rOSU
Liquid Coloring Excision Field
This pink field was designed to block portals and paint, but not fizzle portals or cubes. It is essentially a barrier that blocks paint. Credit goes to Josepezdj for taking the time to teach me the basics of retexturing a fizzler, so I'd like to thank him again. Creation: https://developer.valvesoftware.com/wik ... ler_Fields
Boxframe (Reflectorcube)
This was made by me after an request of lpfreaky90. I remodeled the whole boxframe of the reflector cube and made a new skin. If needed I got a 1024x1024 texture version and I can rescale the cube to whatever you want. This model has full concave physics.
arm64x64_interior with hitbox
This is the normal arm64x64_interior with all it's animations and skins but additional physical hitboxes. Now prop_physics or players can collide with it without any clip-brush. Clean and rusty skins are in 1 model. Skin 0-2 is clean, 3-5 is rusty. (0 normal, 1 off, 2 error) I recommend to use this model just if necessary (avoiding possible mistakes made due decompiling).
The 3D skybox models thread
So you wanted to make a 3D skybox for your Portal 2 map, browsed for skybox models but didn't find any and now you are disppointed. Don't be! This zip-file contains some skybox models that could get you started. Copy the contained folders into the model folder. You can create your own skybox models from the existing models in the game without any modelling experience when you follow these tutorials: 1. Decompile the model you want, as explained by Skotty here. 2. Rescale the model as explained in this tutorial on interlopers.net 3. Compile the new model following Josepezdj's tutorial here. If you do so, let me know via PM or upload the file attached to a reply in this thread and I'll add your models to the zip-file.
Falling Laboratory Monitor
An instance for a lab monitor that sparks and falls of a wall when a portal is placed behind it, like the security cameras do. Just chuck the instance in next to a portable wall, change the skin parameter and BAM instant success. Feel free to open it up and stuff with stuff if you want, doesnt worry me. Version Log: V1.1: Fixed rotation bug V1.2: Bug fixes
Gravitymod v.2
This version makes the gravity gun compatible with beemod1 Have fun Happy gravitying
Marlow's Coop Airlock Spawn Instance example
I've spent the last few days remaking the coop airlock/checkpoint spawn. I've tested that this works with the stock coop spawn. If any bugs are found let me know. This is made to be dropped right between two chambers. The default door state is closed/locked. You can use a simple logic_auto to open the entrance or exit(debug), or use a relay after a puzzle. Included files: Demo .bsp and .vmf instances- airlock entrance door airlock exit door (requires entrance door) entire check point (requires all other .vmf) Feel free to edit the instances to fit your needs.