Portal 2 (Other files)

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

BEE2 Addons
Uploaded by TeamSpen210 · Aug 24, 2013
133 comments · 5.0 (3)

My collection of items for the BEE2. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style. This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this! Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled. You'll need 7-zip to extract the archive. See the GitHub repository for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break. Styles: - Refurbished Style - Overgrown Style - Open 1980s Style - Unlocked Clean Style items [spoiler]- Retractable Pedestal button - Worldportal Door - Diagonal Laser and High Energy Pellet launcher - Quarter wall - Dropper version of PortalCombat's Sphere Cannon - Antline Router - Antline Magnet - Angled Block - Music - Laser Music - Conveyor Belt - Large Faith Plate - Global Cube Dropper - Paint Cleaner - Double Grated Panel - Futbol - Ditch - Caged Turret - Caged Reflection Cube - Wheatley Monitor - Portalable Stair - Portalable Piston Platform - Turret Dropper - Toggleable Faith Plate - Static Panel - Static Piston Platform - Half/Half Wall - Coop Checkpoints - Recessed Fizzlers - Crusher Plates - Sideways Light Bridges - Shredders - Static Glass Panels - Half Panels - BumbleBalls - Catapult Cubes - Bomb Droppers - Rotating Faith Plates - Glass With Hole - Glass Doors - Slow Crushers - Piston Relays - SR Latches - Angled Light Bridge - Separation Coop Checkpoint - Cube Transmuters - Ceiling Lights - Autoportal Pistons - Timeout Portals - Clamped Cubes - Global Cube Triggers - Override - Neurotoxin - Chamberlock - Retractable Floor Button[/spoiler] Changelog [spoiler]* v45: - Fix hovering debris in Overgrown Entrance Elevator - Prevent ball lines from playing in Clean - Quiet - Fix Warm Lights in Clean Style - Make Clean Fizzler models animate correctly - Remove the old documentation from the archive * v44: - Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level. - New P1 Style Angled and Clear Panels that use pistons instead of robot arms. - Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating. - New Caged Turret model. - Fixed Overgrown Quiet Style. - Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!) - Fixed crash in P1 Coop if cubes are present in the map. - Clean Style Fizzlers should now retract properly if they didn't before. - Black texture added behind fizzler, so they look nicer on white walls. * v43: - Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room. - The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random). - Overgrown Turrets are twitchy now. - Changed style of Refurbished lights. - Fixed bug with Overgrown track platform rails. * v42: - Fixed Overgrown reflection cube packing. - Fixed floating cubes on Overgrown piston platforms. - Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields. - New custom Overgrown style glass. - Better P1 style crusher, piston platform and buttons. - Custom indicator lights for P1 style, to make them appear smaller. * v41: - All Valve+BEE1+HMW items finished for Overgrown Style. - Coop exits done. * v40: - Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet. - A quote list has been added to describe how the extra quotes in the various styles are picked. - Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor. - Neurotoxin will permanently shut off when players get inside the exit door. - Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open). * v39: - Added files for some checkpoint instances. - Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints). - Added the second door for P1 Style Chamberlocks (Whoops.) - Checkpoints will not close their front door if an object is placed between it and the fizzler. - Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles). - Changed something with Companion Cubes[/spoiler] Earlier changelogs

BEE2 Addons
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Pneumatic Diversity Vent Trailer Fake
Uploaded by DoubleThinking · Dec 25, 2011
7 comments · 5.0 (3)

I reconstructed the Pneumatic Diversity Vent Trailer in Hammer and added a bonus level. I have a YouTube video faking the trailer ( http://www.youtube.com/watch?v=KzIyRTXT8Ow ). Hope you like this fake

Pneumatic Diversity Vent Trailer Fake
Portal 2 Theme
Uploaded by -Clement- · Nov 06, 2011
4 comments · 5.0 (3)

This is my first theme "Portal 2". ? 138 portal wallpapers ? Windows sounds replaced by turrets ? Trash icon is replaced I also recommend an excellent screen saver, you can find here : http://imgur.com/gallery/DbXgL ( Is the .exe in the .zip, virus scan : http://goo.gl/XYkKf3 ) -----ChangeLog----- 2.1 -Added some wallpaper. -Added a readme. -Clenest -Removing wallpaper of low quality 2.0 -Added some wallpaper. -Changing sounds: set in English -Color change of the bar -Changing the icons of the trash

Portal 2 Theme
Underground Timer
Uploaded by ChickenMobile · Aug 26, 2011
13 comments · 5.0 (3)

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.

Underground Timer
Squarebeam - Edges, Corners
Uploaded by Skotty · Jul 19, 2011
4 comments · 5.0 (3)

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.

Squarebeam - Edges, Corners
Gel Flow Particle Systems
Uploaded by ChickenMobile · May 22, 2011
2 comments · 5.0 (3)

This is a map with a couple of example Gel-Flow Particle Systems. This is how Valve made Gel look like it is flowing through pipes (and curving in them). You can just copy and paste these into your maps, however keep the angles of the info_particle_system's the same to the info_target as this is how it tells which way to curve the Gel. I would suggest you to ignore the different "Control Points" as decompiling a Valve map shows that they only used 1 info_target for 1 particle control system. Searching through the Portal files I couldn't find the name of a water one but I am pretty sure that there is one. If you do find out the name of the particle system, then post a comment below and I will edit this thread.

Gel Flow Particle Systems
Elevator with Extra Skins
Uploaded by CamBen · Aug 11, 2014
6 comments · 5.0 (2)

(As requested by Lonewolf) This is a default Portal 2 elevator model with 4 skins: Clean with light on, Clean with light off, Dirty with light on, and Dirty with light off. These correspond to skin0-skin3 in hammer respectively. High resolution preview: http://i.imgur.com/PqnpUqf.jpg To install, simply extract the zip to /steamapps/common/Portal 2/portal2/ (The readme basically says all this too) Please credit me for making this if used in a map, and also link me to the map on here because I'd love to see what you make of it

Elevator with Extra Skins
Custom soundscapes
Uploaded by Inspirata · May 17, 2014
3 comments · 5.0 (2)

Using the ambient sounds in new ways, I present you with more than 40 soundscapes for all kinds of themes. Enjoy, and happy mapping. * If you are using or plan to use any of these soundscapes in a map, please credit me as p0rtalmaster. I'll be looking out for you on the Steam workshop. **

Custom soundscapes
Feline Portal Gun
Uploaded by CamBen · Dec 19, 2013
6 comments · 5.0 (2)

A feline Portal Gun! Yes, the animations are glitchy, Its supposed to be a joke model. Anyway, pack the "models" and "materials" folders into your addon pak_01_dir.vpk file, in your portal2_dlc3 or portal2_dlc4 folder. https://www.youtube.com/watch?v=cuiML2g7raM&feature=youtu.be

Feline Portal Gun
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Departure Elevator with Debris
Uploaded by Tmast98 · Oct 13, 2013
7 comments · 5.0 (2)

This is a departure turbine elevator with several options: The ability to toggle junk to fall down the elevator tube before the elevator arrives. The ability to trigger the lights in the bottom of the elevator tube to flicker on and off as seen in some official maps. The ability to toggle the PTI vote screen. The ability to toggle the game to go to the main menu. If you use this instance I would appreciate you crediting me for the use of it .

Departure Elevator with Debris