Modding for Portal

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rossman231
17 Posts
Posted Jun 06, 2008
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

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taco
504 Posts
Posted Jun 06, 2008
Replied 6 minutes later
At this time, you cannot mod portal. You will have to sit tight for the SDK to be updated.
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Remmiz
631 Posts
Posted Jun 07, 2008
Replied 50 minutes later
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.
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msleeper
4,095 Posts
Member
Posted Jun 09, 2008
Replied 2 days later

Remmiz 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.

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Doomsday192
371 Posts
Posted Jun 09, 2008
Replied 5 minutes later
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

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Remmiz
631 Posts
Posted Jun 09, 2008
Replied 1 hour later
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.
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msleeper
4,095 Posts
Member
Posted Jun 09, 2008
Replied 15 minutes later
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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Remmiz
631 Posts
Posted Jun 09, 2008
Replied 9 minutes later
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.
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taco
504 Posts
Posted Jun 09, 2008
Replied 33 minutes later
One day! One day who knows?
Someday! Someday I suppose.
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Hurricaaane
189 Posts
Posted Jun 10, 2008
Replied 19 hours later

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.

"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 materials\debug, materials\editor, 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:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_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 files\valve\steam\steamapps\half-life 2.
      //
      SearchPaths
      {
         Game            |gameinfo_path|.
         Game            portal
         Game            hl2
      }
   }
}
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Remmiz
631 Posts
Posted Jun 10, 2008
Replied 10 hours later

Hurricaaane wrote:
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.

That's not modding my friend

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Hurricaaane
189 Posts
Posted Jun 11, 2008
Replied 6 hours later

Remmiz wrote:
That's not modding my friend

Didn't say I was modding. I only said that you can create a portal-based third party mod, even if you don't code.

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Remmiz
631 Posts
Posted Jun 11, 2008
Replied 9 hours later
You can do that for anything...it doesn't really accomplish anything except add unnecessary icons in the Steam games listing...
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Hurricaaane
189 Posts
Posted Jun 11, 2008
Replied 34 minutes later

Remmiz wrote:
You can do that for anything...it doesn't really accomplish anything except add unnecessary icons in the Steam games listing...

I need it for GLaMS-DOS. I need to make new scenes (scene.image), new surface proerties, new NPC sounds, new gamesounds, override Half-Life 2 and Portal original files and models, and that thoughout many maps.
BSPZIPPING every file into each map, each file being duplicate in every map making the filesize grow a lot, is out of the question. And plus, I need scenes. As far as I know, I can't make new scenes with their own subtitles without making a new mod, even with BSPZIPPING.

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Remmiz
631 Posts
Posted Jun 11, 2008
Replied 1 hour later

Hurricaaane wrote:
I need it for GLaMS-DOS. I need to make new scenes (scene.image), new surface proerties, new NPC sounds, new gamesounds, override Half-Life 2 and Portal original files and models, and that thoughout many maps.
BSPZIPPING every file into each map, each file being duplicate in every map making the filesize grow a lot, is out of the question. And plus, I need scenes. As far as I know, I can't make new scenes with their own subtitles without making a new mod, even with BSPZIPPING.

So just don't bspzip them into every map and keep them in their respective directories?

EDIT: Orange Box games require a .image file, no more seperate .vcds

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Doomsday192
371 Posts
Posted Jun 11, 2008
Replied 2 minutes later
i think making it a mod is a better idea, no other custom maps to clutter up the bonus list, a campaign list, new scenes, etc.