Portal 2 (Other files)

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

Elevator Videos Fixed - Brainstones Hardcoded Instances v1.1
Uploaded by Brainstone · Jun 08, 2012
22 comments · 5.0 (1)

EDIT(IMPORTANT:) I have just discovered (thanks to sleter) that the elevator videos behave differently AGAIN when your map is uploaded to the workshop. (Damn VALVE) The Problem is now fixed. I have also merged the arrival logic and the arrival base as I have merged the departure logic and the departure base; that was unfortunately a must because of the nature of this very annoying problem. Currently you can have entry_elevator_UP and exit_elevator_UP in your map. Entry_elevator_DOWN and exit-elevator_DOWN will be added shortly. You MUST redownload this instance, because your elevator video screens will always play the default video as soon as they are uploaded to the workshop. (Unless you delete the entity "video_script" inside your logic elevator instance. In my custom logic elevators, this is already the case, so you will probably have this problem only in your arrival elevator.) Thank you for your understanding. ---------------------------------- Aren't you tired of VALVE destroying elevator videos with the new DLC? Aren't you tired of editing scripts for map transitions? And then packing them into bsp, what doesn't work? Do you really expect every under-age-12 downloader to be smart and not lazy enough to copy several of your scripts in the right location of his PC? Do you want to display chapter titles? Do you sometimes wish to have free choice over whether your Portal Gun can shoot the orange Portal and whether it carries PoTAToeS or not? Do you want a map transition that works, when the player si not in the PeTI? All this is now accesible to you, thanks to Brainstone's Hardcoded Instance Collection --------------------------------------- 1. BrainstoneEntryTransition Delete the standard arrival_departure_transition for this to work. Possibilities to choose: $canShootOrangePortal $PortalgunHasNoPotatoe $chapterTitle $chapterSubtitle $chapterTitleColour (e.g. 255 100 255) $chapterSubtitleColour $EnableChapterTitle $EnableChapterSubtitle 2. BSHC_entry_elevator_UP $video 100% functioning 3. BSHC_exit_elevator_UP $video $newmapname $disablePTIVoteDiag (If you are playing in the PeTI AND want to vote, there is no other option than let the player click the "next map" button to create a transition. However, this always transitions the player to $newmapname when he plays not in PETI)

Elevator Videos Fixed - Brainstones Hardcoded Instances v1.1
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TSL_AutoDoor
Uploaded by Teddybeer_TSL · Jun 05, 2012
4 comments · 5.0 (1)

This Autodoor Func_Instance as 4 optional Sises, extended with Windows, and 1 without winodws. UPDATE: New future build in, for Gameplay options: Lights On/Off IO_Proxy, and you can start in the dark. The Sises are : Only the door : 128x144x32 With Windows : 128x256x32, 128x384x32, 128x512x32 without Shoot Hole and 128x512x32 with Shoot Hole Read the document i included in the rar file for the paremeters and of settings and other explanations. Know Problem : Light indexing if you use my door and other light entities (not the Glass/Wall Lighting), but read the document i included. Issues: Non atm Fixed: - Lights by rotating the Func_Instace will be fail on 1 or both Window Sides its fixed as good as possible. If users still experians error on the lights please notify me. Requests: Door wide bringing to 128 instead of the 144 (by lpfreaky90) and will be looked in. (See the Topic for my Reaction) KEEP IN MIND TO REMOVE OLD FILES BEFORE YOU COPY THE NEW FILES! Regards Teddybeer

TSL_AutoDoor
Portal 1/2 Puzzle Idea Generator
Uploaded by Groxkiller585 · Apr 22, 2012
21 comments · 5.0 (1)

This program generates element templates that can help give you grounds for a puzzle. It doesn't generate puzzle themselves, but gives lists of elements chosen at random you can use to give your brain ideas for puzzles. See topic for more details.

Portal 1/2 Puzzle Idea Generator
My Little Portal Project: Rarity Portal gun.
Uploaded by Iceine · Mar 15, 2012
5 comments · 5.0 (1)

The third portal 2 gun by my little portal project! the handheld Fabulous device! bigger picture: http://oi41.tinypic.com/11b2byg.jpg twilight portal gun: My Little Portal Project: T. Sparkle Portal Gun pinkie pie portal gun: My Little Portal Project: Pinkie Pie Portal gun

My Little Portal Project: Rarity Portal gun.
Portal 2 - Rubik's Cube
Uploaded by Jexim · Mar 13, 2012
31 comments · 5.0 (1)

I stopped to wonder one day, "Can I make a Rubik's Cube in Portal 2?". I soon decided that yes, yes I could, and after a great deal of logic work, here I am. The level's a bit crude but after all this isn't about the level, it's a about a fully functioning, fully solvable Rubik's Cube in Portal 2. Let me know what you think!

Portal 2 - Rubik's Cube
My Little Portal Project: T. Sparkle Portal Gun
Uploaded by Iceine · Mar 13, 2012
7 comments · 5.0 (1)

My little portal project presents: Twilight sparkle portal gun! this is our first creation! there is a readme within the file so make sure you read it! re: sorry guys here is a better picture http://oi40.tinypic.com/311kivn.jpg

My Little Portal Project: T. Sparkle Portal Gun
Time Machine Instances
Uploaded by zmiller3 · Jan 15, 2012
0 comments · 5.0 (1)

here are time Machines, two themes modern and antique.

Time Machine Instances
Basic mod for playing .vpk files
Uploaded by KennKong · Jan 11, 2012
11 comments · 5.0 (1)

You can play games distributed as .vpk files by installing them in the addons folder of a mod. This is a bare bones mod you can install if you don't know how to make your own. You can't use the in-game menu to start a remote coop game. Apparently, the Steam servers have a problem connecting mods. You can do it from the console, using the following commands: On the host machine: map <mp_coop_mapname> On the client machine: connect <host-ip-address> Version 1.1 Update README, cleaned up unnecessary files

Basic mod for playing .vpk files
Dynamic Breaker-box
Uploaded by Moth · Dec 16, 2011
1 comments · 5.0 (1)

I saw a request on the forums for how to make a circuit breaker box with a lever, so here's a quick and dirty version. a logic_relay is pre-set to toggle on and off with USE on the lever. Red and Green sprites included (for on and off signalling)

Dynamic Breaker-box
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ML's Disc and Disc Player
Uploaded by MasterLagger · Dec 08, 2011
5 comments · 5.0 (1)

So I made a Disc and Disc Player in one of my maps. And since I couldn't find anything here (like an instance file or anyone bothering to make one) I decided to stick it up here. Even though this is an instance, you should open this file to copy and paste everything into your map instead of loading this as an instance in your map. The reason being is that if you want to hide your disc (the disc that the player interacts with is near the two purple cube, DON'T TOUCH THE ONE INSIDE THE TRIGGER) you won't be able to hide it if it's part of an instance. The default result of inserting the disc into the player is a message indicating that it works. Be sure to test it first to make sure it works before doing anything else with it. To change whatever result you want, change the logic_relay's Target output to whatever you want to be triggered. Please let me know if you have trouble or need help since this is the first time I have uploaded an instance. Edit: After some more testing, I realize that rotating the grouped objects (disk player, triggers, func_doors etc.) messes with the way the disk gets put in. So don't rotate the grouped objects either. I know that sounds like an inconvenience, but if your really insistent on rotating the device instead of rearranging the area you want the disk player to be located, then un-group the objects, change the "open" direction of the func_door. It's the purple "invisible" brush that touches the disc inside the trigger and goes into the disc player. Please comment if you have any questions or need better instructions.

ML's Disc and Disc Player