Portal 2 (Other files)

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

Underground Walkway 128 Caged
Uploaded by Skotty · Jan 25, 2012
1 comments · 5.0 (2)

This is a caged walkway used for underground areas with a length of 128 units. You can use it for different purposes. It has full physics. Additional there is a end-model to close its open end if necessary. Requested by Moth.

Underground Walkway 128 Caged
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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 On the client machine: connect Version 1.1 Update README, cleaned up unnecessary files

Basic mod for playing .vpk files
Gel Dropper instance
Uploaded by ChickenMobile · Feb 09, 2012
5 comments · (No ratings)

Instance of a gel dropper that comes from a standard cube dropper. ============================================== = GEL DROPPER INSTANCE MADE BY CHICKENMOBILE = ============================================== This instance covers every available, working gel in Portal2. It has presets for each gel when you specify the type. Please note: Options are CASE SENSITIVE therefore you will need to type 'Bounce' instead of bounce and 'BigBlob' instead of bigblob etc. Instructions: 1. Place an func_instance inside your map and point towards your gel dropper instance. 2. Name this instance 3. Select your Gel type for $PaintType. Options: 1. Bounce 2. Speed 3. Erase 4. Portal 4. Select if it will spawn as a BigBlob or a constant stream of gel for $BigBlobOrConstant Options: 1. BigBlob 2. Constant 5. If it is 'BigBlob', set $TimeBetweenBigBlobs as a number for time BigBlobs spawn after each other (2 seconds is a good time) Notes: 1. BigBlobs are treated like physics objects which can be catapulted by faith plates and explodes when in contact with other BigBlobs 2. BigBlobs cannot press buttons 6. If you set $DropperInitiallyDisabled to 1, you will need to manually turn the gel spawner on using an output. Create an output from your activator (i.e. a button etc.) and then point it towards your gel spawner, then select from the 'Target Input' drop down menu: 'instance:StartGel;Trigger'. If you want to stop the gel from spawning choose: 'instance:StopGel;Trigger' 7. Profit?!?! P.S. I cbf uploading a thumbnail its nearly 4am. Good day

Gel Dropper instance
Light Beam Platform (from Portal 1)
Uploaded by Skotty · Feb 06, 2012
10 comments · (No ratings)

Just because Portal 2 is a newer game there is no reason to waste old testing elements. A good example besides the Energy Balls (Working Energy Balls + Clean models + Instances) are the Light Beam Platforms. They can be used everywhere because they don't need any fixed points with walls like Portal 2's moving platforms. In this pack you have 5 instances: BeamPlatform_Beam: Here you have a preset env_beam where you have to set the start and endpoint of its beam. BeamPlatform_Corner: Thats the corner for a Light Beam Platform track. BeamPlatform_End: Thats the end platform for a Light Beam Platform track. BeamPlatform_Wall: This is a wall emitter for the Light Beam. For the first two instances the func_instance center is the point where you have to put your path_tracks to. The wall emitter needs to have the path_track on the same layer but of course a bit futher from the wall. BeamPlatform_Platform: Thats the platform itself with some settings. It's moving from MapSpawn on. Make sure to give all instances/parts that belong to the same Light Beam the same fixup name! For multiple platforms per track you have to use of course different ones. This just causes that the toggle won't work. In this pack there are also the missing models and textures for all the parts of the Light Beam Track. I recompiled the corner model and made it to a static prop. Please make sure to use the light_rail_endcap2.mdl and not the light_rail_endcap.mdl. I hexed that model because Valve made some texture tries on the original one in Portal 2's VPKs and it looks unfinished.

Light Beam Platform (from Portal 1)
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
Relaxation vault.
Uploaded by Lpfreaky90 · Dec 18, 2011
36 comments · 5.0 (2)

This is an instance I made which is basically the relaxation vault from portal 1, but made in Portal 2. So now you can wake up in your favorite room! If you have any comments or want to see new functionality's? Let me know! ~Lp

Relaxation vault.
Diversity Vent help V2
Uploaded by GLaDOS CUBE · Dec 16, 2011
6 comments · 0.0 (2)

i NEED help to get it working now with hammer files

Diversity Vent help V2
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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Underground giant door transition
Uploaded by Moth · Dec 16, 2011
1 comments · (No ratings)

My attempt at an underground transition seal, trying to re-create a4_end without copy-pasting. I was going to include it in my 'useful instances' - but it's too big and doesn't really fit into a category. Gaps have been left for you to plug doorways in to the North and South sides, as well as a gap for a descending elevator. Triggering the massive door to open is easy with just a few entities, but is beyond the scope of this text and will not be explained here. Check the forums!

Underground giant door transition