List of Portal 2 Instances: Difference between revisions

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(Added underground instances)
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==Instances==
==Instances==
*'''global_ents.vmf'''
*'''global_ents.vmf'''
Environment and campaign entities. Recommended in all maps. [[global_ents.vmf (Portal 2)]] contains a list of the [[HDR]] preset settings available in the instance.
:Environment and campaign entities. Recommended in all maps. [[global_ents.vmf (Portal 2)]] contains a list of the [[HDR]] preset settings available in the instance.
*'''global_ents_generic.vmf'''
*'''global_ents_generic.vmf'''
Basic set of environment and singleplayer entities. Useful for test maps.
:Basic set of environment and singleplayer entities. Useful for test maps.
====animated_panels====
====animated_panels====
*'''64x64_animated_wall_panel_x4panels.vmf'''
*'''64x64_animated_wall_panel_x4panels.vmf'''
**A horizontal row of four panels that can be triggered to use powerup and powerdown animations.
: A horizontal row of four panels that can be triggered to use powerup and powerdown animations.
*'''64x64_wall_repair_x2panels.vmf'''
*'''64x64_wall_repair_x2panels.vmf'''
**A horizontal row of two panels that can be trigger to use powerup animations.
: A horizontal row of two panels that can be trigger to use powerup animations.
*'''64x64_wall_repair_x8panels_bendy01.vmf'''
*'''64x64_wall_repair_x8panels_bendy01.vmf'''
**Two columns of four panels that can be triggerd to use powerup animations.  Slighty more "bendy" and organic as the name suggests.
: Two columns of four panels that can be triggerd to use powerup animations.  Slighty more "bendy" and organic as the name suggests.
*'''64x64_wall_repair_x8panels_bendy02.vmf'''
*'''64x64_wall_repair_x8panels_bendy02.vmf'''
**Same as above only using a slightly different animation.
: Same as above only using a slightly different animation.
*'''128x128_ceiling_panel_fall_01.vmf'''
*'''128x128_ceiling_panel_fall_01.vmf'''
**A dirty ceiling panel below a clean ceiling panel; the dirty one hinges and falls, replaced by the clean one.  Does not use models but instead a func_physbox and func_door.
: A dirty ceiling panel below a clean ceiling panel; the dirty one hinges and falls, replaced by the clean one.  Does not use models but instead a func_physbox and func_door.
*'''128x128_ceiling_panel_fall_02.vmf'''
*'''128x128_ceiling_panel_fall_02.vmf'''
**Same as above but without the clean ceiling panel replacing the dirty one.  Dirty panel hinges and falls.
: Same as above but without the clean ceiling panel replacing the dirty one.  Dirty panel hinges and falls.
*'''128x128_ramp_90degree_01c.vmf'''
*'''128x128_ramp_90degree_01c.vmf'''
**A 2x2 square of panels that can move back and forth from vertical to horizontal to form a ramp from a wall.
: A 2x2 square of panels that can move back and forth from vertical to horizontal to form a ramp from a wall.
*'''128x128_wall_panel_fall_01.vmf'''
*'''128x128_wall_panel_fall_01.vmf'''
**Identical to 128x128_ceiling_panel_fall_01.vmf but vertical for a wall.
: Identical to 128x128_ceiling_panel_fall_01.vmf but vertical for a wall.
*'''128x128_wall_panel_rotate_01.vmf'''
*'''128x128_wall_panel_rotate_01.vmf'''
**A wall panel that moves slightly forward and rotates.
: A wall panel that moves slightly forward and rotates.
*'''128x128_wall_panel_rotate_01.vmf'''
*'''128x128_wall_panel_rotate_01.vmf'''
**Same as above only rotates in the opposite direction.
: Same as above only rotates in the opposite direction.
*'''128x128_wall_replace_01.vmf'''
*'''128x128_wall_replace_01.vmf'''
**A 2x2 square of vertical panels that can open into and close back into the wall of a chamber to allow a "peek" effect.  Seen when Wheatly pops his head in to a chamber.
: A 2x2 square of vertical panels that can open into and close back into the wall of a chamber to allow a "peek" effect.  Seen when Wheatly pops his head in to a chamber.
*'''128x192_ramp_90degree_02b_reversible_02.vmf'''
*'''128x192_ramp_90degree_02b_reversible_02.vmf'''
**A large section/ramp that can be rotated into and out of a wall.
: A large section/ramp that can be rotated into and out of a wall.


====bts====
====bts====
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====buttons====
====buttons====
*'''floor_button_black_intact.vmf'''
*'''floor_button_black_intact.vmf'''
**A [[prop_floor_button]] on a clean black button base.
: A [[prop_floor_button]] on a clean black button base.
*'''floor_button_base_intact_black.vmf'''
*'''floor_button_base_intact_black.vmf'''
*'''floor_button_base_intact_white.vmf'''
*'''floor_button_base_intact_white.vmf'''
**Clean button bases with black or white panels.
: Clean button bases with black or white panels.
*'''floor_button_base_destroyed_black.vmf'''
*'''floor_button_base_destroyed_black.vmf'''
*'''floor_button_base_destroyed_white.vmf'''
*'''floor_button_base_destroyed_white.vmf'''
**Ruined button bases with black or white panels.
: Ruined button bases with black or white panels.
{{warning|The button base edges are made of a ''lot'' more brushes than necessary and cause tiny fissures. It's recommended to optimize them!}}
{{warning|The button base edges are made of a ''lot'' more brushes than necessary and cause tiny fissures. It's recommended to optimize them!}}
====chamber_hallways====
====chamber_hallways====
*'''entry_hallway_tall_dirty_nocaps_bustfloor.vmf'''
*'''entry_hallway_tall_dirty_nocaps_bustfloor.vmf'''
**A static hallway with a bulging floor.  Random stuff (cubes, turrets, etc.) can be seen below causing the bulge.
: A static hallway with a bulging floor.  Random stuff (cubes, turrets, etc.) can be seen below causing the bulge.
====choreo====
====choreo====
*'''glados_gen_actor.vmf'''
*'''glados_gen_actor.vmf'''
**A nodraw box containing the generic_actor set to GLaDOS.  Presumably for use with in-game scenes, lines, etc.
: A nodraw box containing the generic_actor set to GLaDOS.  Presumably for use with in-game scenes, lines, etc.
====coop====
====coop====
To be added soon.
To be added soon.
====destruction====
====destruction====
*'''destruction_ambience.vmf'''
*'''destruction_ambience.vmf'''
**Several entities including an ambient_generic, env_shake, a logic_timer, and the other logic entites that make them work.  All entities are parented to a func_tracktrain that moves around a very large square, which I assume is used to give the impression that the noises, shaking, etc. are coming from different directions.
: Several entities including an ambient_generic, env_shake, a logic_timer, and the other logic entites that make them work.  All entities are parented to a func_tracktrain that moves around a very large square, which I assume is used to give the impression that the noises, shaking, etc. are coming from different directions.
====door====
====door====
To be added soon.
To be added soon.
====elevator_scenes====
====elevator_scenes====
*'''active_03.vmf'''
*'''active_03.vmf'''
**A "junk stacked in elevator" scene. Used in ''sp_a2_column_blocker''.
: A "junk stacked in elevator" scene. Used in ''sp_a2_column_blocker''.
====gameplay====
====gameplay====
To be added soon.
To be added soon.
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====transitions====
====transitions====
*'''arrival_departure_transition_ents.vmf'''
*'''arrival_departure_transition_ents.vmf'''
**Contains entities for spawning in or transitioning between levels. Recommended for test chamber maps. {{TODO|Page describing Portal 2 transition entities.}}
: Contains entities for spawning in or transitioning between levels. Recommended for test chamber maps. {{TODO|Page describing Portal 2 transition entities.}}
*'''transition_entry.vmf'''
*'''transition_entry.vmf'''
**Nested in '''arrival_departure_transition_ents.vmf'''. Entities for transitioning into a test chamber. Contains [[info_player_start]].
: Nested in '''arrival_departure_transition_ents.vmf'''. Entities for transitioning into a test chamber. Contains [[info_player_start]].
*'''transition_exit.vmf'''
*'''transition_exit.vmf'''
**Nested in '''arrival_departure_transition_ents.vmf'''. Entities for transitioning from a test chamber.
: Nested in '''arrival_departure_transition_ents.vmf'''. Entities for transitioning from a test chamber.
====tube_elevator====
====tube_elevator====
To be added soon.
To be added soon.
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*'''_base.vmf'''
*'''_base.vmf'''
**the XX_base.vmf is the structure of tube elevator, there are some different skin of the room (destroyed,clean,...) with 42 [[vgui_movie_display]] entities  
: the XX_base.vmf is the structure of tube elevator, there are some different skin of the room (destroyed,clean,...) with 42 [[vgui_movie_display]] entities  
*'''_logic.vmf'''
*'''_logic.vmf'''
**the XX_logic.vmf is the motion of tube elevator, there are two version (come from up or down) contains some trigger to activate  elevator sound or open first door of the map. there is a [[logic_script]] to call the video script for the [[vgui_movie_display]] in the XX_base.vmf
: the XX_logic.vmf is the motion of tube elevator, there are two version (come from up or down) contains some trigger to activate  elevator sound or open first door of the map. there is a [[logic_script]] to call the video script for the [[vgui_movie_display]] in the XX_base.vmf


all this instance (logic and base) can be stick with the long block behind the structure of elevator
all this instance (logic and base) can be stick with the long block behind the structure of elevator


====underground====
====underground====
To be added soon.
* '''fadetodeath_goo.vmf'''
: Simple player_loadsaved instance, used to load the last savegame when falling into the goo.
* '''test_chamber_door.vmf'''
: Underground test chamber door.
* '''test_dome_interior_01.vmf'''
: 4096x4096 underground testing dome with surrounding sealing.
* '''test_dome_entrance_lift_01.vmf'''
: Underground entrance lift.
* '''test_dome_exit_lift_01.vmf'''
: Underground exit lift.
* '''trapdoor_cube_dropper.vmf'''
: Underground cube dropper.


[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]

Revision as of 09:41, 22 May 2011

A main feature of Portal 2 is its use of instances. In short, instances (placed in Hammer with the func_instance entity) allow for the placement of VMFs inside other VMFs. They are similar to prefabs, but when the source file of an instance is modified the changes take effect in all maps containing them. For more information see Instance.

Below is a list of the instances provided with the Portal 2 Authoring Tools. They are categorized by the folder structure in which they are packaged and I've tried to make a short description for each one; any help is greatly appreciated.

Instances are stored in C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\.

Note: the terms "powerup" and "powerdown" refer to the activation and deactivation of the facility, respectively, as this is the terminology Valve uses in the animations.

Instances

  • global_ents.vmf
Environment and campaign entities. Recommended in all maps. global_ents.vmf (Portal 2) contains a list of the HDR preset settings available in the instance.
  • global_ents_generic.vmf
Basic set of environment and singleplayer entities. Useful for test maps.

animated_panels

  • 64x64_animated_wall_panel_x4panels.vmf
A horizontal row of four panels that can be triggered to use powerup and powerdown animations.
  • 64x64_wall_repair_x2panels.vmf
A horizontal row of two panels that can be trigger to use powerup animations.
  • 64x64_wall_repair_x8panels_bendy01.vmf
Two columns of four panels that can be triggerd to use powerup animations. Slighty more "bendy" and organic as the name suggests.
  • 64x64_wall_repair_x8panels_bendy02.vmf
Same as above only using a slightly different animation.
  • 128x128_ceiling_panel_fall_01.vmf
A dirty ceiling panel below a clean ceiling panel; the dirty one hinges and falls, replaced by the clean one. Does not use models but instead a func_physbox and func_door.
  • 128x128_ceiling_panel_fall_02.vmf
Same as above but without the clean ceiling panel replacing the dirty one. Dirty panel hinges and falls.
  • 128x128_ramp_90degree_01c.vmf
A 2x2 square of panels that can move back and forth from vertical to horizontal to form a ramp from a wall.
  • 128x128_wall_panel_fall_01.vmf
Identical to 128x128_ceiling_panel_fall_01.vmf but vertical for a wall.
  • 128x128_wall_panel_rotate_01.vmf
A wall panel that moves slightly forward and rotates.
  • 128x128_wall_panel_rotate_01.vmf
Same as above only rotates in the opposite direction.
  • 128x128_wall_replace_01.vmf
A 2x2 square of vertical panels that can open into and close back into the wall of a chamber to allow a "peek" effect. Seen when Wheatly pops his head in to a chamber.
  • 128x192_ramp_90degree_02b_reversible_02.vmf
A large section/ramp that can be rotated into and out of a wall.

bts

To be added soon.

buttons

  • floor_button_black_intact.vmf
A prop_floor_button on a clean black button base.
  • floor_button_base_intact_black.vmf
  • floor_button_base_intact_white.vmf
Clean button bases with black or white panels.
  • floor_button_base_destroyed_black.vmf
  • floor_button_base_destroyed_white.vmf
Ruined button bases with black or white panels.
Warning.pngWarning:The button base edges are made of a lot more brushes than necessary and cause tiny fissures. It's recommended to optimize them!

chamber_hallways

  • entry_hallway_tall_dirty_nocaps_bustfloor.vmf
A static hallway with a bulging floor. Random stuff (cubes, turrets, etc.) can be seen below causing the bulge.

choreo

  • glados_gen_actor.vmf
A nodraw box containing the generic_actor set to GLaDOS. Presumably for use with in-game scenes, lines, etc.

coop

To be added soon.

destruction

  • destruction_ambience.vmf
Several entities including an ambient_generic, env_shake, a logic_timer, and the other logic entites that make them work. All entities are parented to a func_tracktrain that moves around a very large square, which I assume is used to give the impression that the noises, shaking, etc. are coming from different directions.

door

To be added soon.

elevator_scenes

  • active_03.vmf
A "junk stacked in elevator" scene. Used in sp_a2_column_blocker.

gameplay

To be added soon.

labs

To be added soon.

lights

To be added soon.

monitors

To be added soon.

multiplayer

To be added soon.

signs

To be added soon.

test_chambers

To be added soon.

transitions

  • arrival_departure_transition_ents.vmf
Contains entities for spawning in or transitioning between levels. Recommended for test chamber maps.
Todo: Page describing Portal 2 transition entities.
  • transition_entry.vmf
Nested in arrival_departure_transition_ents.vmf. Entities for transitioning into a test chamber. Contains info_player_start.
  • transition_exit.vmf
Nested in arrival_departure_transition_ents.vmf. Entities for transitioning from a test chamber.

tube_elevator

To be added soon.

turbine_elevator

there are two type of instance the departure and the arrival

  • _base.vmf
the XX_base.vmf is the structure of tube elevator, there are some different skin of the room (destroyed,clean,...) with 42 vgui_movie_display entities
  • _logic.vmf
the XX_logic.vmf is the motion of tube elevator, there are two version (come from up or down) contains some trigger to activate elevator sound or open first door of the map. there is a logic_script to call the video script for the vgui_movie_display in the XX_base.vmf

all this instance (logic and base) can be stick with the long block behind the structure of elevator

underground

  • fadetodeath_goo.vmf
Simple player_loadsaved instance, used to load the last savegame when falling into the goo.
  • test_chamber_door.vmf
Underground test chamber door.
  • test_dome_interior_01.vmf
4096x4096 underground testing dome with surrounding sealing.
  • test_dome_entrance_lift_01.vmf
Underground entrance lift.
  • test_dome_exit_lift_01.vmf
Underground exit lift.
  • trapdoor_cube_dropper.vmf
Underground cube dropper.