Useful console commands for mappers.
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 
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.
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.
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?
"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.
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.
//The following 2 commands require "developer 1", 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 <objectname>[/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 <entity name> setplayerspeed <speed> //Alter the speed of faith plates that use speed:
ent_fire <entity name> setphysics speed <speed>
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 
mat_show_histogram 1
and
r_simpleworldModel_drawbeyonddistance_fullscreen
map whatever *sp
Adding *sp at the end forces even coop maps to run in single player without renaming them.
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!