Groxkiller's Portal 2 Prefabs

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Groxkiller585
652 Posts
Posted May 17, 2012
-------Groxkiller's Portal 2 Prefabs-------

Yes, I said prefabs, not instances! Here I do my test building from scratch! I have made a large amount of prefabs utilizing various elements, design traits and other useful things. Here's a list:

  • Expected Elements (Buttons, Fizzler, Funnel, Laser, Old Aperture counterparts, etc.)
  • Broken Panel setups (BE CAREFUL - they appear to have become unpredictable with updates, try not to rotate them)
  • Panel Stairs, Panel Ramp
  • Various Broken map details
  • Various Old Aperture map details
  • Various BTS map details
  • Generic Entities
  • Generic Lights
  • Various glass shapes
  • Various grate platforms
  • Various Inset Light setups
  • Base for a custom personality core (WIP)
  • Pistons
  • Rattman music transition and details
  • various Rope setups
  • Pnematic Diversity Vent
  • PeTI ents (IngameLoader_Entities)
  • Coop base spawn ents
  • Coop Dissassemblers (orange/blue seperate)
  • And much more!

dl link: DOWNLOAD HERE!

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Omeqa
578 Posts
Posted May 17, 2012
Replied 23 minutes later
I`m happy you released it to public, I've been using it and it's awesome, the only problem I've encountered was the 90 degree 128x128 panel...It just doesnt work
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Groxkiller585
652 Posts
Posted May 17, 2012
Replied 13 minutes later

Kopeke wrote:
I`m happy you released it to public, I've been using it and it's awesome, the only problem I've encountered was the 90 degree 128x128 panel...It just doesnt work

Like I said, it might be broken thanks to updates. (i'm assuming your talking about the panel ramp.)

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Omeqa
578 Posts
Posted May 17, 2012
Replied 26 minutes later

groxkiller585 wrote:

Kopeke wrote:
I`m happy you released it to public, I've been using it and it's awesome, the only problem I've encountered was the 90 degree 128x128 panel...It just doesnt work>

Like I said, it might be broken thanks to updates. (i'm assuming your talking about the panel ramp.)

Well the panels that are called panels in the PTI (you know, 4x4)

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Groxkiller585
652 Posts
Posted May 17, 2012
Replied 3 minutes later

Kopeke wrote:

groxkiller585 wrote:

Kopeke wrote:
I`m happy you released it to public, I've been using it and it's awesome, the only problem I've encountered was the 90 degree 128x128 panel...It just doesnt work>>

Like I said, it might be broken thanks to updates. (i'm assuming your talking about the panel ramp.)>

Well the panels that are called panels in the PTI (you know, 4x4)

Yh that's the ramp, and it doesn't use the PTI version, it's the old way of doing it (ie 4 panel models)

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Omeqa
578 Posts
Posted May 17, 2012
Replied 4 minutes later

groxkiller585 wrote:

Yh that's the ramp, and it doesn't use the PTI version, it's the old way of doing it (ie 4 panel models)

I see, but do you think we could decompile a PTI map, and put the ramp in a prefab, after renaming everything and removing the extra stuff? (And PS: I've always wandered what "ie" meant, what does it mean )

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Groxkiller585
652 Posts
Posted May 17, 2012
Replied 25 minutes later

Kopeke wrote:

groxkiller585 wrote:

Yh that's the ramp, and it doesn't use the PTI version, it's the old way of doing it (ie 4 panel models)>

I see, but do you think we could decompile a PTI map, and put the ramp in a prefab, after renaming everything and removing the extra stuff? (And PS: I've always wandered what "ie" meant, what does it mean )

You don't even need to do that, just open the instance and prefabificate it (after fixing some inputs)

ie means "for example" AFAIK.

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vanSulli
994 Posts
Posted May 17, 2012
Replied 9 minutes later

ie means "for example" AFAIK.

e.g.,

Looks cool; maybe I'll instance-ize your custom core base

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Omeqa
578 Posts
Posted May 17, 2012
Replied 2 minutes later

groxkiller585 wrote:

Kopeke wrote:

groxkiller585 wrote:

Yh that's the ramp, and it doesn't use the PTI version, it's the old way of doing it (ie 4 panel models)>>

I see, but do you think we could decompile a PTI map, and put the ramp in a prefab, after renaming everything and removing the extra stuff? (And PS: I've always wandered what "ie" meant, what does it mean )>

You don't even need to do that, just open the instance and prefabificate it (after fixing some inputs)

ie means "for example" AFAIK.

*Me didn't realize there must be an instance file. + me not knowing what AFAIK means

I'll probbably do that toomarow, I could send you a link (On Steam) so you can add it to your prefabs, I'll try to get the same kind of names.

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p0rtalplayer
1,366 Posts
Posted May 17, 2012
Replied 22 minutes later
Actually, i.e. means "that is."

It's a slightly different usage. I.e., you would use i.e. to say "I like frozen milk products, i.e. ice cream" but you would use e.g. to say "I have 5 favorite flavors of ice cream, e.g. chocolate"

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