Modding for Portal
Quote from rossman231 on June 6, 2008, 11:33 pmI'm not sure if this is the proper forum, but it doesn't seem like any other one seems appropriate...
My friend and I would like to mod portal to allow for additional abilities that are not present in the game in order to create somewhat of a total conversion. However, when you go to "create a mod" in the source sdk, it only allows you to mod HL2, start a mod from scratch, or do source code only. Is there any way to mod portal?
Thanks,
Ross
I'm not sure if this is the proper forum, but it doesn't seem like any other one seems appropriate...
My friend and I would like to mod portal to allow for additional abilities that are not present in the game in order to create somewhat of a total conversion. However, when you go to "create a mod" in the source sdk, it only allows you to mod HL2, start a mod from scratch, or do source code only. Is there any way to mod portal?
Thanks,
Ross
Quote from Remmiz on June 7, 2008, 12:30 amHate to break it to ya, but I highly doubt they will ever release the source code for Portal. CS/DoD source code has never been leaked so I highly doubt Portal ever will.
Hate to break it to ya, but I highly doubt they will ever release the source code for Portal. CS/DoD source code has never been leaked so I highly doubt Portal ever will.
Quote from msleeper on June 9, 2008, 3:07 pmRemmiz wrote:Hate to break it to ya, but I highly doubt they will ever release the source code for Portal. CS/DoD source code has never been leaked so I highly doubt Portal ever will.I'm fairly certain it will be included in the next SDK Base update. DOD and CS don't provide any game mechanic that could not be reproduced, whereas Portal introduces the, well, Portals. MrTwoVideoCards I'm sure will be able to dig up an interview or something in the HL Coders mailing list where they've said they're going to include the code in the SDK Base.
I'm fairly certain it will be included in the next SDK Base update. DOD and CS don't provide any game mechanic that could not be reproduced, whereas Portal introduces the, well, Portals. MrTwoVideoCards I'm sure will be able to dig up an interview or something in the HL Coders mailing list where they've said they're going to include the code in the SDK Base.
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Quote from Doomsday192 on June 9, 2008, 3:13 pmif you look at the first question on http://developer.valvesoftware.com/wiki ... ll%27s_FAQ
youll find that gabe newell himself says yes!
but thats from 2006... so who knows
if you look at the first question on http://developer.valvesoftware.com/wiki ... ll%27s_FAQ
youll find that gabe newell himself says yes!
but thats from 2006... so who knows
Quote from Remmiz on June 9, 2008, 4:24 pmWell considering we have already gotten the Episode 2 SDK update...I highly doubt anything more is coming. I am assuming he meant the configurations for creating Portal maps and stuff, not the actual source code for it.
Well considering we have already gotten the Episode 2 SDK update...I highly doubt anything more is coming. I am assuming he meant the configurations for creating Portal maps and stuff, not the actual source code for it.
Quote from msleeper on June 9, 2008, 4:40 pmHammer has been updated for the Episode 2 updates, but the full Orange Box updates to the SDK Base have not been released.
Hammer has been updated for the Episode 2 updates, but the full Orange Box updates to the SDK Base have not been released.
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Quote from Remmiz on June 9, 2008, 4:50 pmI dunno, I just have a gut feeling that they Portal source won't be released for a long time, if ever. They only have one or two guys that work on the Source SDK so seeing that major of a release is not foreseeable for me.
I dunno, I just have a gut feeling that they Portal source won't be released for a long time, if ever. They only have one or two guys that work on the Source SDK so seeing that major of a release is not foreseeable for me.
Quote from Hurricaaane on June 10, 2008, 12:56 pmYou can create a mod for Portal. That's what I did for GLaMS-DOS. But editing the source code is still unknown to me, so I won't say it's not possible, as some videos on YouTube may prove opposite.
- Code: Select all
"GameInfo"
{
// This is what shows up in the 'Third Party Games' area of the Steam games list.
game "Logic Portals"
type singleplayer_only
"icon" "icon"
"developer" "Hurricaaane"
"developer_url" "http://www.youtube.com/profile?user=Hurricaaane"FileSystem
{
SteamAppId 400 // GCF for Source SDK Base
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materialsdebug, materialseditor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:hl2cstrike on a french machine would get a c:hl2cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
////
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:mymod, and the main game resources are in
// someplace like c:program filesvalvesteamsteamappshalf-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game portal
Game hl2
}
}
}
You can create a mod for Portal. That's what I did for GLaMS-DOS. But editing the source code is still unknown to me, so I won't say it's not possible, as some videos on YouTube may prove opposite.
- Code: Select all
"GameInfo"
{
// This is what shows up in the 'Third Party Games' area of the Steam games list.
game "Logic Portals"
type singleplayer_only
"icon" "icon"
"developer" "Hurricaaane"
"developer_url" "http://www.youtube.com/profile?user=Hurricaaane"FileSystem
{
SteamAppId 400 // GCF for Source SDK Base
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materialsdebug, materialseditor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:hl2cstrike on a french machine would get a c:hl2cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
////
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:mymod, and the main game resources are in
// someplace like c:program filesvalvesteamsteamappshalf-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game portal
Game hl2
}
}
}
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).