Portal 2 (Other files)
Miscellaneous Portal 2 mods, assets, tools, and non-map downloads.
PTI element: Really cold lightstrip
The PTI editor normally comes with a neutral / cool fluorescent lightstrip. Ben's Extended Editor added the warm lightstrip, which casts a pinkish/orange warm light. This patch adds a really cold blue lightstrip, to complete the trio. (I actually wanted to make a stark yellow one instead, but there was no such model in the game that would have fit.) Comparison of the three lights: (All captured with forced constant HDR exposure settings in the game to make a fair comparison.) Three editoritems snippet files are provided, for each of these light panels individually (if you are interested in them), and one snippet that provides a combination element that gives all three in one palette entry (recommended to use instead of the three others). The latter uses the "Button type" to select the type of lightstrip. Weighted=regular, cube=warm, sphere=cold. Note that while the individual lightpanels do block antlines, the combined one does not. It is also immune to changes in level geometry, so you have to move the lightstrip manually when you move walls. As a plus side, the combined lightstrip can be placed in a "middle" position on the wall in addition to the four standard positions. Download here: http://bisqwit.iki.fi/kala/ptal2/bisqwi ... p_cold.zip
PTI element: Vertical doors, Portal1-style doors
I edited Ben's popular door element, and added two more door options into it: The vertical door, seen in the BTS scenes throughout the single player campaign, and the Portal 1 style door, which unfortunately lacks some color details. Click to zoom. (The Portal 1 wall texture was added in between of those doors to illustrate it fitting that style; it is not part of the door.) Download it here: http://bisqwit.iki.fi/kala/ptal2/doors.zip The two new door types are simply added as ButtonType selections into Ben's existing door. All the three different doors use the same icons in the editor...
PTI element: Large (4x2x1 / 512x256x128) observation room
Seeing a screen shot here: http://theportalwiki.com/wiki/File:Port ... ent_02.jpg which has a different observation room from the one featured in the editor, it inspired me to clone the observation room and create a 4-block wide observation room. It is not identical to that screenshot, but it has similar principle: Ligher mood, things (having) happened. The ZIP file contains the observation room, a simplified observation room, and the snippet of text to insert in your editoritems.txt. The room instances will be put in sdk_content/maps/instances/p2editor/ .
Brighter Wall Lights Instances
Just brighter versions of normal wall lights. Put into your instances folder.
Re-colorable plasticwall002a psd
You know that nice yellow texture that valve uses in bts areas? well, now it can be any color! if you have photoshop, this psd makes it really easy to start making your own color variations of plasticwall002a for the shockingly low price of 1.00! (seriously. it'll show up on your electrical bill later, just you wait lol.) remember to read the readme file, and give credit to me if you use this template. thanks, and have fun! -tile
GLaDOS Monitors
Tired of having Wheatley staring at you thorough his big screens? What if that could be GLaDOS instead! Well here are some instances that i made from the wheatley_studio instance that could make that happen! Includes an example map. Plz give feedback so i can edit this further! Thanks! update 1.1 -deleted Wheatley's voice from coming up when screen was broken.Thanks Co-op!. -added a background instead of a bland black -added GLaDOS's voice when u break the screen
BEE2 Addons
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
Gravitymod
I will write a better discription later This is a gravity gun for the ingame editor will try to add more instances later this week THIS IS NOT BEEMOD1 COMPATIBLE or bluemod or speedmod have fun
SPEEDMOD
This is a mod that me and linkin yellow made for the speed hall if you make a map with this please write #speedmod in the description Enjoy
BLUEMOD version 2
After many requests I did this This has the same paint gun as part one but part one could not be added to beemod 1 only bee2 and the normal pti editor this update fixes that and is only for beemod 1 users This is one o the demo maps I hve made with it http://steamcommunity.com/sharedfiles/f ... =175063521