Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
Scientific Precision
This file contains a number of loops of music in the style of Portal 2, for people to use with the game's "dynamic music" system.
Frames prefabs
This file contains two prefabs: one for a doorframe, one for a funnel frame. To use these, place them in steam/steamapps/common/portal 2/bin/Prefabs. In hammer, click the entity tool and then select prefabs, and choose the one you want to use.
Portals on Panels, Issue Clarification
I'm having an issue where portals placed on my rotating panels will only be oriented one specific way relative to the prop_dynamic (panel) inside of them. Here is a big, simple version of the problem I'm facing.
Co-op tube ride sequence
This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.
Advanced Conveyor Belt (Portal2)
This is how Valve made proper conveyor belts in the game section 'turret manufacturing' It consists of eighteen func_tracktrains, with individually attached prop_dynamic belt sections which move the player and objects. VMF and BSP are included for you to examine and edit any way you see fit. Hopefully this will help to explain how it was done, and how you can do it for yourself
Portal 1 Door Instance
Well, for anyone who wants a door like those from portal 1, HERE IT IS!!! It opens! It closes! It can be used to seperate areas without using the normal door and confusing idiots! NEW!!! Now it even sounds like a door!! Just chuck it in the map and send it an input, like any instance. Feel free to open it up and stuff round with it, I don't care. Oh and before you start whigning YES it is a portal 2 frame, the portal 1 frame doesnt have the correct skin. And quite frankly I couldnt be bothered getting it from the portal 1 files.
Core Socket Example
Core_socket.mdl usage example. Connect Wheatley to activate some of the testing elements.
150 HD Portal Photos 1+2
(For desktop Backgrounds/ Screensavers) Thanks to all those who supplied great portal 2 pictures! Although I am not very good at maps, I like making videos and collections!
Test Map Pack Instances
This is a vmf with some of the instances I used to make various levels in my map packs. In it, you'll find how I made the moving button, portal sensitive panels, colored cubes, assembling room, and circuits. There are comments spread throughout the map in info_nulls or the entities themselves (cubes, buttons, etc). You can find the video for this here: http://www.youtube.com/watch?v=_gVYzo6_d8Y
Underground Timer
This is an instance of a robust underground timer. This timer can count up or down from 1 - 99 seconds. underground_timer_counter.vmf The $UnEvent_Relay parameter is the event that is fired when the timer has stopped counting. This event should be triggered in one of the clock instances. This instance is used for both buttons, however the buttons will determine whether it counts up, or down. underground_timer_but_countdown.vmf $time_units is the number of seconds of the unit column $time_tens is the value of the tens column (This is the only way I could figure this out for the countdown timer without adding some sort of script.) The $Event_Relay parameter is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. Please note: I have added entities that will work out the number of seconds the counter needs to count down from $time_units and $time_tens, hence the large amount of logic_cases underground_timer_but_countup.vmf The $Event_Relay parameter in the 'Timer instance' is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. The $time parameter should be set to how many seconds it should count up to Known Bugs: Putting both 0 and 0 for the left and right number icons will cause a rip in space, however this shouldn't happen as you wouldn't want a 0 - timed counter How to place in your map: Create a func_instance and change the vmf path to "underground_timer_counter.vmf" Name this instance Create another func_instance and then change the path to one of the button paths (either underground_timer_but_countup.vmf or underground_timer_but_countdown.vmf depending if you want it to count up or down) Set the button's fixup name value to the same of the counter instance If you are using the countup instance, put a number value for the replace value $time to how many seconds you want the counter to count up to If you are using the countdown instance, put the individual values with each a 1 digit number which will represent your double digit number. e.g. "$time_tens 1" and "$time_units 5" will make the timer count down from 15 Using the $Event_Relay replace value in your button, make it point towards a logic_relay which will trigger the event when the counter starts. This must include the name of the prefix PLUS the name of your relay otherwise it will not work. e.g. clock_1-TRIGGERNAME (This is the name of your relay outside the instance) Using the $UnEvent_Relay replace value in your counter instance, make it point towards a logic_relay which will un-trigger the event when the counter stops. Same as the button's relay this MUST INCLUDE the prefix fixupname as well as the name of your relay. e.g. clock_1-UNTRIGGERNAME (This is the name of your relay outside the instance) Enjoy the use of an underground timer... WOOOT If you are having trouble... Please do not hesitate to ask for any help either through a PM to myself or by posting a comment inside the instance thread.