Useful console commands for mappers.

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Kaleido
272 Posts
Posted Jun 05, 2012
Replied 2 hours later
Seriously badass list. It's nice to have this all in one place. Thanks for making it
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FelixGriffin
2,680 Posts
Posted Jun 11, 2012
Replied 5 days later
Is there a way I can list all loaded materials in-game?
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sicklebrick
876 Posts
Posted Jun 11, 2012
Replied 3 hours later
mat_texture_list 1 - Brings up a window showing all used textures per frame. Hit the button at the top left to open the filtering options.

mat_texture_list_all_frames 2 - How many frames to sample textures from.
mat_texture_list_all 1 - Shows all textures in the above window

+mat_texture_list and -mat_texture_list are also available for binding.


Added to the list

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FelixGriffin
2,680 Posts
Posted Jun 11, 2012
Replied 17 minutes later
Thanks! I'm trying to find where it loads the colors from for gel on world brushes for a reskin.
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spongylover123
944 Posts
Posted Jun 11, 2012
Replied 10 minutes later
I mentioned this in the map showcasing thread already, but this seems like a better place to put it.

If you want dynamic lights on the portals, like in the e3 trailers.
use the command
r_portal_use_dlights 1

rotate held objects besides reflection cubes with the right mouse
use the command sv_enableholdrotation 1.

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FelixGriffin
2,680 Posts
Posted Jun 11, 2012
Replied 27 minutes later
Whoa. You can rotate held objects?!
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spongylover123
944 Posts
Posted Jun 11, 2012
Replied 21 minutes later

FelixGriffin wrote:
Whoa. You can rotate held objects?!

yes and no, it's only limited to non- reflecto cube objects, (unless the reflecto cube is a prop_physics or parented to some other physics prop.

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BenVlodgi
633 Posts
Posted Jun 12, 2012
Replied 2 hours later
nice secky commands... bookmarked for sure!
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ChickenMobile
2,460 Posts
Posted Aug 05, 2012
Replied 1 month later

RubbishyUsername wrote:
Well mappers always want to take fancy screenshots of their levels, right? So surely crosshair 0 and r_drawviewmodel 0 are musts?

cl_drawhud 0, impulse 200?

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MasterLagger
1,695 Posts
Posted Aug 05, 2012
Replied 33 minutes later
Regarding the trigger_catapult that BEARD! mentioned, it's actually
"ent_box <name of catapult entity>." If the catapult is using exact speed, you can change the catapult speed in-game. Also, the command "developer 1" must be active to change the catapult. To change the speed use:
"ent_fire <name of catapult entity> setplayerspeed <speed>" for the player.
"ent_fire <name of catapult entity> setphysicspeed <speed>" for physics objects.
Looked it up in the Portal 2 Mapping Wiki.
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BEARD!
169 Posts
Posted Aug 05, 2012
Replied 1 hour later

MasterLagger wrote:
Regarding the trigger_catapult that BEARD! mentioned, it's actually
"ent_box ."

I'm fairly certain ent_bbox works perfectly fine, unless you're wanting to direct the command towards a specific entity.

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MasterLagger
1,695 Posts
Posted Aug 05, 2012
Replied 53 minutes later
Oh, I was under the impression that the command was specifically for the catapult. My bad.
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sicklebrick
876 Posts
Posted Aug 05, 2012
Replied 2 hours later
Added the following:

//The following 2 commands require &quot;developer 1&quot;, and show stuff like 
//portal placement helpers, and their hammer model where available.
//Note: The BBox doesn't necessarily match the physics collision.
[b]ent_bbox &lt;objectname&gt;[/b] Shows an axis aligned bounding box around the object name (i.e trigger*).
[b]cl_ent_bbox[/b] Shows the bounding box around !picker.


ent_fire &lt;entity name&gt; setplayerspeed &lt;speed&gt; //Alter the speed of faith plates that use speed:
ent_fire &lt;entity name&gt; setphysics speed &lt;speed&gt;

Cheers MasterLagger
And credited RubishUsername \ ChickenMobile with some I'd forgotten. My bad.

I think I tried to make it pretty clear that most commands accept both partial or full classnames and entity names, but tbh I can't be bothered doing <entnameorclassname> on everything

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Skotty
671 Posts
Posted Aug 06, 2012
Replied 1 day later
Instead of "blue" or "red" for the coop players, also !player_orange and !player_blue works (independent of their targetname).
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sicklebrick
876 Posts
Posted Aug 07, 2012
Replied 12 hours later
Thanks Skotty, didn't know those ones
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sicklebrick
876 Posts
Posted Apr 07, 2013
Replied 7 months later
Mini update:

mat_show_histogram 1
and
r_simpleworldModel_drawbeyonddistance_fullscreen

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Burnout6010
28 Posts
Posted Apr 08, 2013
Replied 1 day later
Bookmarked, thanks.
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sicklebrick
876 Posts
Posted Nov 02, 2013
Replied 6 months later
Interesting new one I found while browsing a disassembly:

map whatever *sp

Adding *sp at the end forces even coop maps to run in single player without renaming them.

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FelixGriffin
2,680 Posts
Posted Nov 02, 2013
Replied 1 hour later
Is there a corresponding command for multiplayer instead of mp_coop?
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sicklebrick
876 Posts
Posted Nov 02, 2013
Replied 3 hours later
Woops, looks like it didn't save my last post.
Yes, the alternate version is "ss_map sp_a3_03 *mp" just as you'd use ss_map/ss_enable normally.

However, unless the map has been made specifically to allow coop and single player starts you'll run into some problems, i.e. Player can't move, players can't see eachother, you can crouch and move the cam around, you can't jump, etc.
I believe this is something to do with trying to spawn both players from the same info_player_start, instead of having one info_coop_spawn each.

Some maps have gotten around this by including both the SP and MP starts (map mp_coop_community_hub and the portal2playground map) can be started either by renaming sp_/mp_ or running with sp / mp at the end. Another approach soon after P2 came out was to use the text files that add stuff for the map commentary to add player spawns as well - worked pretty well, but I'm not sure where you'll find those nowadays.

If anyone can work out how to 'unjam' the players when the maps' not set up for it properly, that'd be great!