Portal 2 (Other files)

Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.

Core Socket Example
Uploaded by Yaru · Sep 26, 2011
3 comments · (No ratings)

Core_socket.mdl usage example. Connect Wheatley to activate some of the testing elements.

Core Socket Example
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Test Map Pack Instances
Uploaded by Rand0mNumbers · Sep 01, 2011
2 comments · (No ratings)

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

Test Map Pack Instances
Timed Button Example
Uploaded by Rubrica · Jul 23, 2011
1 comments · (No ratings)

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.

Timed Button Example
Explosive Cube Source map/stuff
Uploaded by Macgta · Jul 29, 2011
3 comments · (No ratings)

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.

Explosive Cube Source map/stuff
arm64x64_interior with hitbox
Uploaded by Skotty · Jul 19, 2011
1 comments · (No ratings)

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).

arm64x64_interior with hitbox
Heavy cube impact VMF-File
Uploaded by neco · Jul 19, 2011
1 comments · (No ratings)

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.

Heavy cube impact VMF-File
Crusher Instances (many custom options)
Uploaded by Skotty · Jul 17, 2011
1 comments · (No ratings)

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.

Crusher Instances (many custom options)
Logic_branch and Logic_branch_listener demo
Uploaded by Marlovious · Jun 22, 2011
1 comments · (No ratings)

Just a quick demo to show how the Logic_branch and Logic_branch_listener work.

Logic_branch and Logic_branch_listener demo
Custom Coop Start+Platforms+Calibration Room
Uploaded by Darkylight · Jun 18, 2011
2 comments · (No ratings)

This is a Instance Pack with 3 things. -First Instance is Blue and Orange buttons for coop (Totally Custom) -Second is the full room Instance to start the coop map (using the blue and orange buttons). -And the final is a Start Coop with the Room instance full. Instructions: -Darkylight's Instances goes to sdk_content/maps/ You only need to create a func_instance with it and run the game Glados Language is your Portal Language. -Fixed The nodraw wall <-< -Video: http://www.youtube.com/watch?v=DuqFc37rOSU

Custom Coop Start+Platforms+Calibration Room
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generic_actor test: walking through world portals
Uploaded by walropodes · Jun 05, 2011
5 comments · (No ratings)

Based off of this: NPC Walkting Through Portal Contains the VMF, a compiled version of the map and the models and textures for a male_06. Video of it in action: http://www.youtube.com/watch?v=5h9JlC_E1Fc

generic_actor test: walking through world portals