List of Portal 2 Instances: Difference between revisions

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(Added instance in elevator_scenes.)
(Added buttons)
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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.
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\.
Instances are stored in <code>C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\</code>.


Another note: when I use the terms "powerup" and "powerdown", I'm referring to the rebuilding and "unbuilding"(?) of the facility, respectively.  Since this is the terminology VALVe uses in animations I figure I might as well carry it over.
Another note: when I use the terms "powerup" and "powerdown", I'm referring to the rebuilding and "unbuilding"(?) of the facility, respectively.  Since this is the terminology VALVe uses in animations I figure I might as well carry it over.
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To be added soon.
To be added soon.
====buttons====
====buttons====
To be added soon.
*'''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|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'''
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====underground====
====underground====
To be added soon.
To be added soon.
[[Category:Portal 2 Level Design]]

Revision as of 23:58, 14 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\.

Another note: when I use the terms "powerup" and "powerdown", I'm referring to the rebuilding and "unbuilding"(?) of the facility, respectively. Since this is the terminology VALVe uses in animations I figure I might as well carry it over.

Instances

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
  • 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
    • I'm mildly sure this instance is used to create the "junk stacked on elevators" scenes. Any other insight is appreciated.

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

To be added soon.

tube_elevator

To be added soon.

turbine_elevator

To be added soon.

underground

To be added soon.