Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
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.
PTI element: Living panels, 64x64 and 128x128
Wacky panels that do stuff. 64x64 and 128x128 sizes are provided. Inputs: * Start deployed -- Inverts the direction of the panel's animation. * Timer & Autodrop & Start Open -- Choose which animation to play, see below. * Button type -- See below Button types (64x64 panel): * Weighted = White or black panel surface, depending on whether it's positioned on a portalable surface or not. * Cube = Glass surface. * Sphere = Intangible skeleton: Just the skeleton of the panel, without surface, also does not clip the player. Button types (128x128 panel): * Weighted = White or black panel surface, depending on whether it's positioned on a portalable surface or not. * Cube = Glass surface. * Sphere = Portal 1 style metal wall surface. Use signal inputs / connections to activate the element. The panels contain a built-in AND gate just like the standard elements do. Of course you don't need to activate the element at all. Just affix it in a particular pose to provide a platform of your choice. There are 68 different animations provided. The animation is selected using the Timer value, the Start Open checkbox and the Autodrop checkbox. The list of animations is detailed in the README file provided in the distribution package. It is rather difficult to try to video-document all the animations that this object can play, but here's a sample picture which should serve to at least pique some curiosity. Unless you choose the "skeleton" type of panel, this panel is fully blocking and can be even used as a lift / piston platform for objects and for the player. The arm of the panel is only partially tangible, and only in some animations. It is a bit difficult to generalise for the set of animations present here, so the tangibility is disabled for most animations where the heuristic method does not work nicely. The object also does not contain a crush kill trigger, a portal fizzler, an object fizzler, nor a portal bumper. This is intentional. But it may lack other things that are wise to have (hint brushes? shrug), because I just began learning to use Hammer a few days ago, and I wouldn't yet know anything about those. Note: These panels have the "adjustment gizmo" which allows them to be placed at an offset much like the laser components -- except that it does not work. Sorry about that! Just use always the center position. If anyone has good ideas of how to fix it, it would be welcome. (This comes from the 5 positions method. The 8 positions method does not work, because the embedding pit would not be relocated correctly together with the element.) However, you can use the adjustment gizmo to rotate the element around. Just point it towards some edge of the voxel, and then place it back to the center. The object will retain the new orientation. Note: The platform may move within the first second when the map loads. Sorry about that. This may be fixed in a future version. The panel contains from 21 to 25 entities depending on version. The skeleton version has the fewest entities, and the large non-glass ones have the most. And finally, the in-editor symbols for this object are currently the laser emitter for the small panel, and the piston top for the large panel. I have not yet developed the skills to change the in-editor graphics. Download here: http://bisqwit.iki.fi/kala/ptal2/livingpanels.zip
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.
Singing Turrets PTI Instance
These instances replace the PTI turrets so when they deploy, they will sing to you! This can be ideal if you want to put a little easter egg into a PTI map, or just for fun. The turrets can be repositioned from behind, but once they see you, they cannot be moved. Readme included for installation help. Anyway, I originally made this as a fun little thing to mess around with, but a few friends requested a download, so I decide to upload it here if any of you guys want to use it.
Portalable Piston Instance for PTI
Portalable piston for PTI, made by LPChip, who doesn't have an account here. I take no credit, nor responsibility, for it.
Portal 2 Beta styled vac tubes.
These are hexed vactube alternate models that have the un-textured frames, much like they did in the april 2010 game informer and valve's original meet wheatley trailer for portal 2. You may use these in any map that you want to look more like p2's beta, but please give me (tile) credit in your map (and let me know you made a map with my stuff in it, too, because i love seeing my work put to good use!)
Panel models 32 & 64
A request by ChickenMobile. She wanted 32322 and 64648 panels with ceiling/wall textures. The 32-panels have ceiling textures. Skin 0 - observation room ceiling Skin 1 to 8 - underground ceiling tiles, different variations Skin 9 to 16 - white dirty ceiling tiles, different variations The 64-panels have wall textures. Skin 0 - black metal wall Skin 1 to 16 - destroyed metal wall, different variations If you want to have other skins, ask me.
PUNT Gravity Cubes
As seen in Reepblue's previews for the mod PUNT! The example map isn't very good, and I'm not actually sure it doesn't leak, but it shows the triggers you need. Copy-paste them into a plain box and it'll look better. Used with permission, but you need to attribute PUNT to Reepblue if you make something big with this.
Wall Tile Randomizer
Ever get tired of cutting up your walls to create tile variation? Wish there was a way to automatically generate randomized walls? Now there is! Just extract the 7z, run WallRandomizer.exe, and either copy the contents of the output vmf or use it as an instance. --NOTICE-- You WILL need to install Python 3.3, available at http://www.python.org. The WTR will NOT work without the dlls from it, which I cannot distribute. Features: -Customizable size -Either white or black wall -Clean or dirty variants -Enable/disable of certain tile sizes -Automatic texture alignment Please note that this is in very early testing - just something I whipped up in an afternoon. The algorithm is also a tad slow and can lead to some odd results. Please leave feedback about any bugs you may encounter. Changelog: v1.1 -Fixed texture alignment -Added clean/dirty variants -Added input checks (no more putting "fish" as the width ) -Improved and optimized randomizer algorithm -Added texture arrays, making it possible in future versions to add a text file to change textures -Other miscellaneous bugfixes v1.1.1 -Fixed clean wall bug (thanks protoborg and tile) v1.2 (A day late and a dollar short, sorry) -Fixed side alignment issues -Upgraded from Python 2.7 to Python 3.3 -Replaced crappy 15-minute-implemented brush writer with PyVMF
Mho' Power Conductive Plate Instances
This is a collection of the instances used for the custom testing element in the "Mho' Power" series. Two variants are included, a black and a white clean variation. ----------------- Instructions to use the instance are in the readme, included in the archive. ------------------ The instances and material are distributed under a Creative Commons Attribution-Share Alike 3.0 Unported license. If the instance and/or I/O setup is used, you MUST credit me, WrathOfMobius. If the material is used, you MUST credit the creator of the material, Vordwann.