Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
Customizable Box Droppers
These box droppers reduce all of the box dropper stuff in instances/gameplay into just a handful of instances. Place a dropper instance, give it the name of a special cube instance, and you're good to go! Note: there's a vscript involved, so using FudgePacker with this is a good idea. The Faith Cube also will glitch unless you have Skotty's Catapult Cube model.
Gel Dropper instance
Instance of a gel dropper that comes from a standard cube dropper. ============================================== = GEL DROPPER INSTANCE MADE BY CHICKENMOBILE = ============================================== This instance covers every available, working gel in Portal2. It has presets for each gel when you specify the type. Please note: Options are CASE SENSITIVE therefore you will need to type 'Bounce' instead of bounce and 'BigBlob' instead of bigblob etc. Instructions: 1. Place an func_instance inside your map and point towards your gel dropper instance. 2. Name this instance 3. Select your Gel type for $PaintType. Options: 1. Bounce 2. Speed 3. Erase 4. Portal 4. Select if it will spawn as a BigBlob or a constant stream of gel for $BigBlobOrConstant Options: 1. BigBlob 2. Constant 5. If it is 'BigBlob', set $TimeBetweenBigBlobs as a number for time BigBlobs spawn after each other (2 seconds is a good time) Notes: 1. BigBlobs are treated like physics objects which can be catapulted by faith plates and explodes when in contact with other BigBlobs 2. BigBlobs cannot press buttons 6. If you set $DropperInitiallyDisabled to 1, you will need to manually turn the gel spawner on using an output. Create an output from your activator (i.e. a button etc.) and then point it towards your gel spawner, then select from the 'Target Input' drop down menu: 'instance:StartGel;Trigger'. If you want to stop the gel from spawning choose: 'instance:StopGel;Trigger' 7. Profit?!?! P.S. I cbf uploading a thumbnail its nearly 4am. Good day
OTI mappack
I release here some textures and instances of OTI. Most of the instances in OTI are downloadable in this site, but I have updated a lot, add mines and put them here ! I add my vmf too .. Hope this could be useful !!
256x128 Corner Observation Room
The title sums it up pretty well, this is a 256x128 observation room that fits snugly into a corner, so long as you have a 128x128 hole in each wall to fit it in! Inspired by the corner observation room in Test Chamber 15 in the first Portal. Be sure to let me know what you think, and how I might be able to improve it! Constructive criticism is always appreciated. And finally, I hope you get plenty of use out of it should you decide to download it! V1.1: Added a cubemap that I'd forgotten to add before initial release. Better Pictures [spoiler]I can't get proper images to work for life of me, so you might have to click the links. Sorry 'bout that. http://i58.tinypic.com/1037b78.jpg http://i62.tinypic.com/kak1sn.jpg http://i57.tinypic.com/2n06ngo.jpg[/spoiler]
Custom soundscapes
Using the ambient sounds in new ways, I present you with more than 40 soundscapes for all kinds of themes. Enjoy, and happy mapping. * If you are using or plan to use any of these soundscapes in a map, please credit me as p0rtalmaster. I'll be looking out for you on the Steam workshop. **
ML's Disc and Disc Player
So I made a Disc and Disc Player in one of my maps. And since I couldn't find anything here (like an instance file or anyone bothering to make one) I decided to stick it up here. Even though this is an instance, you should open this file to copy and paste everything into your map instead of loading this as an instance in your map. The reason being is that if you want to hide your disc (the disc that the player interacts with is near the two purple cube, DON'T TOUCH THE ONE INSIDE THE TRIGGER) you won't be able to hide it if it's part of an instance. The default result of inserting the disc into the player is a message indicating that it works. Be sure to test it first to make sure it works before doing anything else with it. To change whatever result you want, change the logic_relay's Target output to whatever you want to be triggered. Please let me know if you have trouble or need help since this is the first time I have uploaded an instance. Edit: After some more testing, I realize that rotating the grouped objects (disk player, triggers, func_doors etc.) messes with the way the disk gets put in. So don't rotate the grouped objects either. I know that sounds like an inconvenience, but if your really insistent on rotating the device instead of rearranging the area you want the disk player to be located, then un-group the objects, change the "open" direction of the func_door. It's the purple "invisible" brush that touches the disc inside the trigger and goes into the disc player. Please comment if you have any questions or need better instructions.
Reflection Gel Particles
Modified particles for reflection gel splats. Must be added into the particles manifest like so: Copy, then put two slashes in front of, the lines for the old paintsplat particle files: //"precache" "paint_bomb_fx.pcf" //"precache" "paint_splats_fx.pcf" Paste, and add _new to the ends of, and ! to the fronts of, the new filenames. You need to have a fixed reflection gel blob texture for this to work!
Prototype Reflect Ball (model only)
After some delay, I managed to cook up a RAR file with the files needed for the Reflect Ball. It is an 'unassigned' model, meaning there's a few bugs that need tweaking. Thus, I flopped in the SMDs and QC files for everyone to look at.
Logic_branch and Logic_branch_listener demo
Just a quick demo to show how the Logic_branch and Logic_branch_listener work.
PTI Portal 1 Improved Button Instance
Includes The Portal 1 button, and another instance to change turrets and buttons. If you have reepblue's betapack, don't install the model. I made this to make a more accurate button that fits portal 1 in BEE2 Portal 1 style, unlike the original one with the wrong textures and the Portal 2 button.