Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
Portal2JAEP
Portal2JAEP Portal2 - Just Another Extras Patcher Portal2JAEP is an easy-to-use Portal2 Extras-Manager with many features to manage your Portal2-Custommaps. Extras-Patcher, Map-Installer and Map-Downloader in one tool. Add Maps directly from bsp, vpk, zip, rar or 7z files, automatic extraxt and install, Maplist to manage new and alreday played maps, download and install maps directly from thinkingwithportals.com and many more. For more Informations, Feature-List, Help-Informations and Bug-Reports see the Thread of this Download, following this Link: topic4409.html # Changelog # * 2011-08-22, v1.00 - First Release
Third Person View
Third Person View Plugin! Press F10 for the normal Third Person View. Press F9 for the Shoulder View. Image: http://cloud.steampowered.com/ugc/55979 ... 522A0ED36/ http://cloud.steampowered.com/ugc/55979 ... CE5EC58EC/ http://cloud.steampowered.com/ugc/55979 ... 3B2B223D3/
Explosive Cube Source map/stuff
Some of you may have noticed my WIP map pack including the explosive cube a LOOONG while back lol Well due to a lack of interest/motivation i kinda forgot about the project, But figured it might be an idea to upload the models/materials/map source in case other people might want to use it in their own maps! The way the explosive cube works is actually a complex mess of logic relays, Experienced users could probably figure it out by looking at the map source, But i also written an explanation in a readme file in the zip. If you use this stuff in your own maps please leave a note of who made it/possibly redirect to this page. Thx One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit http://www.cgtextures.com for more information. EDIT: Forgot to actually explain how to install, Figured most people could probably figure it out: Copy models/materials folder into your Portal 2 folder, The .VMF file can go anywhere.
Timed Button Example
A simple little puzzle I created for someone to demonstrate how to set up a timed button. It was meant to take five minutes to make, but I got distracted by something else, and then when I came back, I got carried away and made it a full-blown proof-of-concept puzzle. I was hoping my first upload would be something a little more exciting, but here you go. Don't download this if you're looking for an actual puzzle; this is the simplest one you could ever imagine. Known bugs: For some reason, the logic_playerproxy doesn't work, so PotatOS is on the portalgun.
Logical Gate's: "OR" "AND" & "OR-Exclusive"
Logical Gate's: "OR" "AND" & "OR-Exclusive" By CaRLyMx STEAM: http://steamcommunity.com/id/carlymx ------------------------------------------------ DESCRIPTION: This little test shows two different ways to use the function "MATH_COUNTER." Logic gate "OR" having 2 buttons, using any of them will activate the door, the funnel or whatever you say. Logic gate "AND" exactly the same as above but have to press two buttons to activate. Logic Gate Or_Exclusive: system where 2 of 3 buttons must be pressed but it can be any 2 of them while pressing all 3 has a different purpose.
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).
Heavy cube impact VMF-File
This is a sample scene vmf-file for the Mapping Help Subforum. Thread can be found here: mapping-help/weird-trigger-behaviour-t4075.html I tried to simulate a heavy sound plus shake effect when a cube falls from a certain height.
Squarebeam - Edges, Corners
To avoid flickering of corners or edges with squarebeams you can use now these new models. They support all 3 skins for squarebeams. Edges: 64, 128 and 256 units long Corner: 64x64x64 Other formats: 64x48 and 48x48 squarebeam.
Crusher Instances (many custom options)
These crusher instances are aviable for 1 side and 2 sides (opposite). You can do the following: Use a Reset Timer for auto-reset after crushing. Use a Solved-Relay that brings the crusher to "de-crushes" state (even if moving). Use single relays just to crush or uncrush without any automatic reset. Use the Status value - set a name of a math_counter and the crusher will add 1 if crushing and subtract 1 if uncrushing. (For multiple crushers). Just don't forget to kill/deactivate the not used features with a logic_auto at mapspawn. Use this well-thought-out crusher system to create crushers in all variants easily.
Portal Gun Pedestal Instance
This is a instance I made of the Pedestal which the Portal gun sits on. Please note that this is not just a couple of props but a fully working dynamic prop with animations for putting the gun down and back up from inside the ground. I put a couple of values in so that you can edit it to your liking (for example make the portal gun up at spawn or disable the prop going down after you pick the gun up). - This includes an I/O proxy to help you pick the right outputs - This can be set to look broken (Sparks and has no Portal Gun) - This can be lifted from or closed into the ground using an output - This can be changed to look like a blue or orange coop portal gun - This can spawn a one portal (or no portal), portal_gun Replace Values: $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$StartingTeam Integer -> Used for telling which team the gun starts for (0 is for SinglePlayer, 2 is for Blue, 3 is for Orange)$StartUp Boolean -> Set this if you want the Pedestal to spawn up at start of map$HandleSpeed Float -> Sets how fast (or slow) the handles of the pedestal will open or close$DoesntSpark Boolean -> Set this if the pedestal doesn't spark$HasPortalGun Boolean -> Set this if there is a Portal Gun on the pedestal$Skin Integer -> Changes what color the portal gun is (0 is Normal, 1 is Blue, 2 is Orange)$CanFirePortal1 Boolean -> Set this if the portalgun can fire Blue Portals$CanFirePortal2 Boolean -> Set this if the portalgun can fire Orange Portals Since I found out that not every mapper knows names of simple value types I put an explanation: 'Boolean' indicates a value that can only have a 1 or 0 option. 'Set this' indicates putting a '1' as the value. Integer indicates a value that can have a number as its' option. Float indicates a value that can have a decimal place. e.g. '0.5' Please read above what values to set before complaining that there is no portal gun spawning!!! Feel free to use in your map!