Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
The Portivity Gun (Portals+Gravity)
Thanks to the unholy union of Black Mesa and Aperture Science, the fusion of their most coveted creations has spawned the Portivity Gun. It functions just like both devices in every way. However to toggle the device between modes, one must only tap down on the crouch button. To implement the device into your personal test chamber, simply drop the tool directly where the test participant begins their journey. But if you wish place the tool elsewhere, attach the gun_collision to it's assigned pedastal
Panel Activated by looking, deactivated by looking away.
This is a panel that is activated by the player looking at it. For anyone interested, I thought that this would make a good puzzle element. Here is a demonstration video: http://www.youtube.com/watch?v=Y5tJV7mlDwQ Please note that this is a prefab, not an instance or a file you just copy and paste. If you wish you could make this into an instance but I kept it as a prefab for the movability of the trigger. Prefabs go inside your Portal 2/bin/Prefabs folder. Explanation on how it works (if you can't figure out for yourself): If the player is looking at the panel (onTrigger) it will trigger the open relay. To make sure that the animations are played in order it will disable the open relay and enable the close relay. The opposite for the other relay. Since the trigger_look cannot use the OnTimeout output when it has Triggered I used a timer to disable and re-enable the trigger so then the player can fire the outputs again. If you are to edit this to make the platforms close slower etc. Make sure you make the timer fire longer than the timeout value in the trigger_look. Otherwise the panels will never close. If you need help with anything in the prefab, please don't hesitate to post a reply in the topic.
Auto mod creator.
Having trouble creating P2 mod? Let this thing do most of the work for you.
Laser cube addon - BEE2
---English---Anglais--- This addon add a "laser cube" to BEE2. The idea come from a map of HallowITE on the steam workshop. This is my first own mod. The cube can be normal, or with speed/bounce gel. This can be set with the button type. All is in the description of the item (right click in BEE2) Thank to Radelite for his help. The next version will add a dropper, if I can do it. PS : sorry for my english but I'm french (: ---French---Fran?ais--- cet "addon (suppl?ment ou mod) ajoute un "laser cube" ? BEE2. L'id?e vient d'une map de HallowITE sur le workshop de steam. C'est mon 1er propre mod (que j'ai fait moi-m?me de a ? z) Le cube peut ?tre normal, rebondissant, ou acc?l?r?, Cela peut ?tre d?fini avec le type de bouton. Tout est dans la description de l'objet (actuellement en anglais, d?sol?.), en faisant clic droit sur l'objet dans BEE2. Merci ? Radelite pour son aide. PS : le PS en anglais ci-dessus ne vous concerne pas, c'est tout (:
Portal2 Logic multi-button map-example renaFUSED
I made this to show how to use a multi-buttons to preform more then one task and a final task with the use of logic_branch and logic_branch_listener. P.S. This map also contains animated panels, indicator lights, and auto cube spawners all in action, Oh and it comes with the vmf file so you can see how it was all done. Enjoy -FusedCore
Bomb Launcher concept
Its a bomb launcher based off the one Wheatley uses but modified to be be compact and to be used in test chambers, maybe as a replacement for the rocket turret. Right now its just a concept, but if I ever get the chance I might try to model it. Changes will be made as time goes on. Watch the demo of it here: http://www.youtube.com/watch?v=mqdoif7YCVM Other info: The prefab contains only the launcher and its relays, so you will need to add in things you want to add. For coop maps, though I haven't tested it yet; a target has been supplied so you will need to ungroup the prefab and change the lasers target to the the target, as the beam is glitchy in coop, so it will act like the rocket turrets.
Template textures + common prop gallery (vmf)
I usually start my maps with this template: - It contains my favorite Portal 2 textures applied on small cubes (so I can check "display only used textures" in hammer texture browser) - I placed my favorite (most common) props: vegetation, broken ceilings, debris... Its easier and faster to check the props like this (I just copy them from here). I can also see their sizes etc. And for the textures, it makes browsing faster. When I'm done with my map, I just delete the room note: delete the player_start and the trigger_auto that displays the starting text
Singing Companion Cube!
One big problem with the PTI - the companion cube DOES NOT SING! This mod fixes that. Just install it in [portal 2]/sdk_content/maps/instances/p2editor and you're good to go!
BLUEMOD paint gun
This is an addon for the in game pti editor Paint gun created by linking-yellow and modded by radelite If you use this please send me a link to your map at [email protected] If you have beemod 1 download this file instead BLUEMOD version 2 Have fun and happy portaling Here is a map that we have made with the earlier version of bluemod http://steamcommunity.com/sharedfiles/f ... =167053383
Portal 2 prop_portal example
There is a problem in Portal 2 with making prop_portal initially Active: http://forums.steampowered.com/forums/s ... p=22416533 This example map shows how you can workaround that.