传送门2实例列表

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传送门2的主要特性之一是使用了实例(instances)。简而言之,实例(在Hammer中使用func_instance实体放置)允许将VMF文件嵌套在其他VMF文件中。它们类似于预制件(prefabs),但当实例的源文件被修改时,所有包含该实例的地图都会同步更新。更多信息请参见实例(en)

以下是传送门2创作工具(en)提供的实例列表。它们按照打包时的文件夹结构进行分类。

实例存储在C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\路径下。

Note.png注意:术语"powerup"和"powerdown"分别指设施的启动和关闭,这是Valve在动画中使用的术语。

实例

  • global_ents.vmf
环境与战役实体, 推荐在所有地图中使用。global_ents.vmf(传送门2)(en)包含该实例中可用的HDR预设设置(en)列表。
  • global_ents_generic.vmf
基础环境与单人模式实体集。适用于测试地图。这些实体在sp_a4_laser_catapult.vmf文件中被VisGroup引用为"旧版global_ents"

animated_panels - 带动画的活动面板

  • 64x64_animated_wall_panel_x4panels.vmf
一组水平排列的4块面板,可触发powerup和powerdown动画效果。
  • 64x64_wall_repair_x2panels.vmf
一组水平排列的2块面板,可触发powerup动画效果。
  • 64x64_wall_repair_x8panels_bendy01.vmf
两列各4块面板,可触发powerup动画效果。如其名称所示,具有更明显的"弯曲"有机效果。
  • 64x64_wall_repair_x8panels_bendy02.vmf
同上,但使用略微不同的动画效果。
  • 128x128_ceiling_panel_fall_01.vmf
脏污天花板面板位于干净面板下方,脏面板会铰接下落并被干净面板取代。不使用模型而是使用func_physbox和func_door实体。
  • 128x128_ceiling_panel_fall_02.vmf
同上,但没有干净面板替换脏面板,脏面板铰接下落后即消失。
  • 128x128_ramp_90degree_01c.vmf
2x2方形面板组,可在垂直与水平状态间切换形成墙面斜坡。
  • 128x128_wall_panel_fall_01.vmf
与128x128_ceiling_panel_fall_01.vmf相同,但适用于垂直墙面。
  • 128x128_wall_panel_rotate_01.vmf
可轻微前移并旋转的墙面面板。
  • 128x128_wall_panel_rotate_01.vmf
同上,但旋转方向相反。
  • 128x128_wall_replace_01.vmf
2x2方形垂直面板组,可开合实现"窥视"效果。见于Wheatly探头进入房间的场景。
  • 128x192_ramp_90degree_02b_reversible_02.vmf
大型墙面/斜坡结构,可旋转进出墙面。

bts

  • bts_pipes_01_256.vmf
  • bts_pipes_01_512.vmf
  • bts_pipes_01_corner_128.vmf
  • bts_pipes_01b_256.vmf
  • bts_pipes_01b_corner_128.vmf
  • bts_pipes_01c_256.vmf
适用于毁灭主题地图的各种管道结构
  • bts_truss_01_032x512.vmf
使用此模型的prop_static实体
  • bts_wall_module.vmf
带有灯光效果的测试室墙面模块,用于Wheatley主题测试室

buttons - 按钮

  • floor_button_black_intact.vmf
一个在黑色按钮底座的prop_floor_button(en)按钮
  • floor_button_base_intact_black.vmf
  • floor_button_base_intact_white.vmf
带有黑色或白色面板的完整按钮基座
  • floor_button_base_destroyed_black.vmf
  • floor_button_base_destroyed_white.vmf
带有黑色或白色面板的破损按钮基座
Warning.png警告:按钮基座边缘使用了过多不必要的brush实体,会导致细微裂缝。建议进行优化!

chamber_hallways - 实验室走道

  • entry_hallway_tall_dirty_nocaps_bustfloor.vmf
静态走廊场景,带有隆起的地板。可以看到下方有随机物体(方块、炮塔等)导致地面凸起。

choreo - 过场动画

  • glados_gen_actor.vmf
包含设置为GLaDOS的generic_actor实体的不可见区域,推测用于游戏内过场动画和台词等。

coop - 合作模式

  • bot_disassembler_blue.vmf
Atlas的拆卸机器
  • bot_disassembler_orange.vmf
P-Body的拆卸机器
  • coop_endlevel_room.vmf
拆卸/出口房间(洁净主题)
  • coop_endlevel_room_paint.vmf
拆卸/出口房间(地下主题)
  • coop_flipglass_door.vmf
4面板气闸门道
  • coop_lighting_ents.vmf
类似global_ents.vmf但用于合作模式
  • coop_spawn_room.vmf
合作模式入口房间(洁净主题)
  • coop_spawn_room_bridge.vmf
合作模式入口房间(废墟主题)
  • coop_spawn_room_paint.vmf
合作模式入口房间(地下主题)
  • coop_team_double_exit_door.vmf
专为合作模式设计的测试室门
  • coop_team_double_exit_door_paint.vmf
同上(地下主题)
  • coop_underground_spawn_block.vmf
细节丰富的合作模式入口房间(地下主题)

destruction - 毁灭

  • dest_floor_02a_128x256.vmf
用于毁灭主题测试室的prop实例
  • destruction_ambience.vmf
包含ambient_generic、env_shake、logic_timer等实体的组合,所有实体都父级链接到一个沿大方形路径移动的func_tracktrain上,用于制造远处爆炸来自不同方向的效果。适用于Wheatley主题测试室。

door - 门

  • portal_coop_double_exit_door_black.vmf
一个被设置在合作关卡中的prop_testchamber_door
  • portal_coop_exit_door_black.vmf
  • portal_entry_door_black.vmf
  • portal_entry_door_black_dirty.vmf
  • portal_entry_door_nopaint.vmf
  • portal_entry_door_white.vmf
  • portal_entry_door_white_dirty.vmf
  • portal_exit_door_black.vmf
  • portal_exit_door_black_dirty.vmf
  • portal_exit_door_nopaint.vmf
  • portal_exit_door_white.vmf
  • portal_exit_door_white_dirty.vmf
上述所有实例似乎都是设置为测试室出入口的prop_linked_portal_doors实体配置。
  • vertical_security_door.vmf
一套配置好的vert_door_animated实体设置
  • door_ents.vmf
  • door_ents_noareaportal
功能自解释型配置
  • portal_door_frame_black.vmf
  • portal_door_frame_black_dirty.vmf
  • portal_door_frame_nopaint.vmf
  • portal_door_frame_white.vmf
  • portal_door_frame_white_dirty.vmf
适配prop_linked_portal_door实体的门框结构。由于存在黑色brush实体阻挡而无法穿过。
  • portal_entry_door_ents.vmf
  • portal_exit_door_ents.vmf
两者均为未经修改的prop_linked_portal_door实体,彼此之间没有区别。

elevator_scenes - 电梯场景

  • active_03.vmf
一个"电梯内堆满杂物"的场景。用于地图sp_a2_column_blocker中。

gameplay - 游戏玩法

  • animated_paintable_pushout_128.vmf
  • animated_paintable_unportalable_pushout_128.vmf
  • animated_pushout_128.vmf
  • animated_pushout_128_angled.vmf
  • animated_pushout_128_pinger.vmf
  • animated_pushout_128_pinger_blue.vmf
  • animated_pushout_128_pinger_orange.vmf
多个基于《传送门1》活塞设计的活塞表面。需注意其中只有animated_pushout_128和animated_pushout_128_angled具备完整贴图,其他实例缺失的贴图似乎是从《传送门1》未移植的素材。
  • catapult_set_1300.vmf
使用面板臂的测试版弹射板(faith plates)的两种模型。此实例将两者链接在一起,实际用途有限。
  • cleanser_128x128.vmf
  • cleanser_embedded_128x128.vmf
功能自明。后者使用黑色panel brush覆盖了清洁器边缘。
  • coop_bluebot_dropper.vmf
  • coop_bluebot_dropper_paint.vmf
  • coop_redbot_dropper.vmf
  • coop_redbot_dropper_paint.vmf
Atlas和P-body的生成装置。"_paint"后缀指代地下主题版本。
  • crusher_ceiling_01.vmf
仅使用破碎机头部和普通面板臂的基础破碎装置(非完整模型),可能是早期版本。
  • cube_dropper_a4.vmf
  • cube_dropper_a4_box.vmf
Franken-cube投放器的两个几乎相同的版本。
  • cube_dropper_dropontrigger_normal.vmf
功能自明(触发式方块投放器)。
  • cube_dropper_large.vmf
  • cube_dropper_large_dirty.vmf
两个带有可见真空管(vaccutube)的方块投放器。
  • cube_dropper_monster.vmf
  • cube_dropper_monster_box.vmf
两个相同的投放器,背后均无墙体。
  • cube_dropper_multiple_normal.vmf
  • cube_dropper_multiple_break.vmf
多个地图使用的标准方块投放器。后者虽是现代投放器却会投放古董方块。
  • cube_dropper_normal.vmf
  • cube_dropper_normal_dirty.vmf
使用cube_dropper_shared的实例。后者为脏污变体。
  • cube_dropper_pedleton.vmf
  • cube_dropper_player.vmf
特制的无功能投放器。后者很可能用于生成玩家。
  • cube_dropper_shared.vmf
  • cube_dropper_shared_dirty.vmf
类似multiple_normal,但仅包含实体部分。
另有反射立方体和球体版本,分别以"reflectocube_"和"sphere_"开头。
  • debris_pusher
功能如其名的phys_explosion实体。
  • door_4_panel.vmf
合作模式检查点的四面板门。
  • faithplate_black.vmf
  • faithplate_black_imposter.vmf
  • faithplate_clean.vmf
  • faithplate_dirty.vmf
  • faithplate_dirty_imposter
弹射板实例。"_black"很可能是早期版本。
  • fizzler_black_clean.vmf
  • fizzler_black_dirty.vmf
  • fizzler_white_dirty.vmf
类似cleanser_embedded_128x128但有更多变体。奇怪的是没有fizzler_white_clean。
  • floor_catwalk_64.vmf
  • floor_catwalk_64_no_shell.vmf
  • floor_catwalk_128.vmf
  • floor_catwalk_128x256.vmf
  • floor_catwalk_glass_128.vmf
虽名为catwalk(步道)但实际上包含的是气闸面板。
  • glass_breakable_192x128.vmf
功能自明(可破碎玻璃)。
  • item_dropper.vmf
  • item_dropper_broken.vmf
非常类似multiple_normal,但投放器内部有两个用于对齐方块的不可见brush。后者为脏污变体。
  • paint_bomb_dropper.vmf
  • paint_bomb_dropper_auto.vmf
  • paint_bomb_dropper_bounce.vmf
  • paint_bomb_dropper_modern.vnf
  • paint_bomb_dropper_speed.vmf
这些较为特殊,均采用类似方块投放器的设置。第一个和modern使用方块投放器底座,类似测试版。auto使用损坏版,bounce和speed则直接使用真空管。
  • paint_cleanser_128x128.vmf
未使用的凝胶清洁/阻挡版fizzler,有趣的是它采用了《传送门1》的fizzler发射器而非常规版本。
  • paint_dropper.vmf
  • paint_dropper_bounce.vmf
  • paint_dropper_erase.vmf
  • paint_dropper_speed.vmf
  • paint_dropper_stick.vmf
使用方块投放器的凝胶投放器,类似测试版设计。有趣的是包含指代被删减的粘附凝胶(Adhesion gel)的"_stick"版本。
  • portal_emitter_blue.vmf
  • portal_emitter_orange.vmf
功能自明(蓝/橙传送门发射器)。
  • reflectocube_dropper_helper_shared.vmf
  • reflectocube_dropper_large.vmf
  • reflectocube_dropper_large_dirty.vmf
  • reflectocube_dropper_normal.vmf
  • reflectocube_dropper_normal_dirty.vmf
  • reflectocube_dropper_normal_helper.vmf
  • reflectocube_dropper_shared.vmf
  • reflectocube_dropper_shared_helper.vmf
如名所示的反射立方体投放器。_helper_shared无墙体,large是加长版,_shared与helper文件完全相同。
  • sphere_dropper_multiple.vmf
  • sphere_dropper_multipleballs.vmf
  • sphere_dropper_normal.vmf
  • sphere_dropper_normal_nopredrop.vmf
  • sphere_dropper_shared.vmf
  • sphere_dropper_shared_nopredrop.vmf
类似方块投放器但用于球体。_multipleballs背后无墙体,_nopredrop表示不会立即投放且背后无brush。
  • tractorbeam_frame_black.vmf
  • tractorbeam_frame_black_dirty.vmf
  • tractorbeam_frame_white.vmf
  • tractorbeam_frame_white_dirty.vmf
牵引光束(excursion funnel)的各种框架。

更多内容即将补充

labs - 实验室

  • observation_room_02_256x128_1off.vmf
256x128尺寸的空白观察室,无照明和家具。
  • observation_room_64x128_1.vmf
  • observation_room_64x128_1b.vmf
64x128窗户的观察室,房间向右转。包含两把凳子、一张桌子和两台显示器。后者比前者多了一个顶灯。
  • observation_room_64x128_1off.vmf
64x128窗户的观察室,无光源,房间向左转,无家具。
  • observation_room_64x128_2off.vmf
类似observation_room_64x128_1b.vmf的房间,但缺少显示器且不发光。
  • observation_room_64x128_3off.vmf
类似observation_room_64x128_1off.vmf的观察室,但空间更小且无入口门。
  • observation_room_128x128_1.vmf
  • observation_room_128x128_1b.vmf
128x128窗户的房间,含两把实验室椅子和一张桌子,无门。后者增加了顶灯。
  • observation_room_128x128_1off.vmf
observation_room_128x128_1.vmf的复制版,但无椅子、无照明且窗户破损。
  • observation_room_128x128_notbroken_off.vmf
类似observation_room_128x128_1off.vmf的房间,但窗户完好,仍不发光。
  • observation_room_192x128_1.vmf
  • observation_room_192x128_1b.vmf
192x128窗户的房间。前者仅有一张桌子,无椅子和门。后者完全相同但增加了一台显示器和顶灯。
  • observation_room_192x128_1off.vmf
observation_room_192x128_1.vmf的精确复制版,但无照明。
  • observation_room_192x128_2.vmf
类似observation_room_192x128_1b.vmf的房间,但窗内有玻璃罩灯且光源位置错误。
  • observation_room_256x128_1.vmf
  • observation_room_256x128_1b.vmf
前者是带照明的observation_room_256x128_1off.vmf版本。后者增加了天花板灯。
  • observation_room_256x128_2off.vmf
observation_room_256x128_1off.vmf的精确复制版。
  • observation_room_256x128_norefract.vmf
observation_room_256x128_1.vmf的复制版,但缺少prop_static glass_observation_1.mdl窗户模型,且内部窗户贴图错位。

lights -光照

文件名中的"cool"表示冷色调光线(偏蓝),"warm"表示暖色调光线(偏红),"neutral"表示中性白光(类似日光)。 off/low/med/high表示光照强度等级。

  • bts_lightarray_warm_01_cheap.vmf
  • bts_light_fluorescent _01_128a.vmf
  • bts_light_fluorescent _01_128a_nolight.vmf
  • bts_light_fluorescent _01_128a_off.vmf
  • bts_light_fluorescent _01_128b.vmf
  • bts_light_fluorescent _01_128b_background.vmf
  • bts_light_fluorescent _01_128b_warm.vmf
  • bts_light_fluorescent _01_128c.vmf
  • light_panel_128_back.vmf
  • light_panel_128_backstage_med.vmf
  • light_panel_128_cool_high.vmf
  • light_panel_128_cool_med.vmf
  • light_panel_128_neutral_high.vmf
  • light_panel_128_neutral_med.vmf
  • light_panel_128_warm_high.vmf
  • light_panel_128_warm_med.vmf
  • light_panel_32x128_cool_med.vmf
  • light_panel_32x128_cool_med_detail.vmf
  • light_panel_32x128_neutral_med.vmf
  • light_panel_32x128_neutral_med_damaged.vmf
  • light_panel_32x128_neutral_med_detail.vmf
  • light_panel_32x128_neutral_out.vmf
  • light_panel_32x128_warm_med.vmf
  • light_panel_32x256_cool_med.vmf
  • light_panel_32x256_cool_med_detail.vmf
  • light_panel_32x256_neutral_med.vmf
  • light_panel_32x256_warm_med.vmf
  • light_panel_32x512_cool_med.vmf
  • light_panel_32x512_warm_med.vmf
  • light_panel_64_back.vmf
  • light_panel_64_backstage_med.vmf
  • light_panel_64_cool_high.vmf
  • light_panel_64_cool_low.vmf
  • light_panel_64_cool_med.vmf
  • light_panel_64_neutral_high.vmf
  • light_panel_64_neutral_low.vmf
  • light_panel_64_neutral_med.vmf
  • light_panel_64_warm_high.vmf
  • light_panel_64_warm_low.vmf
  • light_panel_64_warm_med.vmf
  • swinging_ceiling_light.vmf
  • swinging_ceiling_light_off.vmf
  • underground_fluorescent_1_cool.vmf
  • underground_fluorescent_1_warm.vmf
  • underground_hanging_light_1.vmf
  • underground_hanging_light_2.vmf
  • underground_lightarray_broken_01.vmf
  • underground_lightarray_broken_02.vmf
  • underground_lightarray_broken_03.vmf
  • underground_lightarray_broken_04.vmf
  • underground_lightarray_warm_01.vmf
  • underground_lightarray_warm_01_cheap.vmf
  • underground_lightarray_warm_02.vmf
  • underground_lightarray_warm_02_cheap.vmf
  • underground_lightarray_warm_03_cheap.vmf
  • underground_light_panel_32x256_cool.vmf
  • underground_light_panel_32x256_warm.vmf
  • underground_light_wall01_cool.vmf
  • underground_light_wall01_warm.vmf
  • underground_light_wall01_warm_nobeam.vmf
  • underground_smallspot_1_cool.vmf
  • underground_smallspot_1_warm.vmf
  • underground_spot_warm_01.vmf

monitors - 惠特利监视屏幕

  • wheatley_bigscreen.vmf
Wheatley监控屏幕实例。需平嵌于墙面,通过触发输入使其伸展。该实例包含逻辑系统,当立方体或玩家高速碰撞时会破碎屏幕。
  • wheatley_studio.vmf
包含Wheatley角色和监控摄像头的专用房间。每个地图需放置一个,通过输入指令控制其进入/离开视野或调整变焦。Wheatley会自动同步执行所有A4级choreo_scenes的动画。

多人模式

将会很快加入(别信官方的鬼话, 看看游戏发售几年了)

signs

  • info_sign_sp_clean.vmf
The test chamber sign, clean theme.
  • info_sign_sp_dirty.vmf
The test chamber sign, destroyed/reconstructing themes.

test_chambers

  • bday_antechamber.vmf
The 'surprise' room from the game.
  • sp_a3_speed_ramp_column.vmf
An underground light-pylon.
  • sp_a4_laser_cat_box_1_wall.vmf
A wall in the Wheatly style, with a monster box and ledge-forimg panels.
  • sp_trust_fling_1.vmf
A large piece of func_detail, in the destroyed style.

transitions

  • arrival_departure_transition_ents.vmf
Contains entities for spawning in or transitioning between levels. Recommended for test chamber maps.
待完善: 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

  • elevator_structure.vmf
The main room of the turbine elevator entity.
  • Shaft_vista_v2.vmf
The lower area of Chapter 4, Test Chamber 18, during the elevator ride, where the player meets up with Wheatley.
  • tube_elevator_bottom.vmf
  • tube_elevator_top.vmf
The tubes for the elevator below and above (respectively) of the elevator room.

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 saved game 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.

p2editor

Instances used for the Puzzlemaker. These instances are quite complex and are not recommended for use outside of the Puzzlemaker's generated maps.

  • and_gate.vmf
AND gate.
  • arrival_departure_transition_ents.vmf
Room containing the level start and exit triggers, for Portal 2's level start/stop system.
  • barrier_hazard_base.vmf
AND logic to control fizzler enabling/disabling. The fizzler/laserfield brushes themselves are generated by the PeTI.
  • barrier_hazard_model.vmf
An instanced version of the fizzler model, controled by the base instance.
  • bot_disassembler_blue.vmf
  • bot_disassembler_orange.vmf
Modified versions of the Coop disassemblers used inside the coop_exit instance.
  • bridge.vmf
Instanced version of Hard Light Bridges.
  • coop_dropper.vmf
Player respawn dropper, with instance vsriables to set the team. Used inside the door_entrance_coop_1 instance.
  • coop_exit.vmf
Cooperative disassembly room, including worldportals to connect to the main level.
  • cube_companion.vmf
  • cube_monster.vmf
  • cube_reflection.vmf
  • cube_sphere.vmf
  • cube_standard.vmf
Instances to spawn the various dropperless cubes. Point_templates are used to allow the cubes to spawn in late, when the @relay_spawn_3 relay is triggered. This allows angled panels and light bridges to initialise without affecting the cubes.
  • door_coop_exit_door.vmf
A exit door with camera, and associated logic to lock it until both players are standing in front of it. Used by the door_exit_coop_*.vmf instances.
  • door_entrance_1.vmf - door_entrance_7.vmf
Various entry corridors randomly chosen for singleplayer maps. Use worldportals to connect to the elevator.
  • door_entrance_coop_1.vmf
The entry spawn room for coop maps. There is no worldportal in this instance, unlike the other entry/exit rooms.
  • door_exit_1.vmf - door_exit_4.vmf
Various exit corridors randomly chosen for singleplayer maps. Use worldportals to connect to the elevator. If $no_player_start is set to 0, the map will restart after reaching the corridor.
  • door_exit_coop_1.vmf - door_exit_coop_4.vmf
Various exit corridors randomly chosen for coop maps. Use worldportals to connect to the disassembler. If $no_player_start is set to 0, the map will restart after reaching the corridor.
  • door_frame_black.vmf
  • door_frame_white.vmf
Door cutouts used with the entry/exit corridors to allow them to match the main map.
  • elevator_arrival_logic.vmf
  • elevator_departure_logic.vmf
Logic used in the singleplayer elevators.
  • elevator_entrance.vmf
Singleplayer mode entry elevator. It contains the global_ents and global_pti_ents instances, and uses worldportals to connect to the main map. If $no_player_start is set to 0, the player will be teleported to just behind the entry door.
  • elevator_exit.vmf
Singleplayer mode exit elevator. It contains the arrival_departure instances, and triggers the Workshop vote page when the player enters the elevator. It also uses worldportals to connect to the main map.
  • faith_plate_floor.vmf
Aerial Faith Plate instance. Trigger inputs to cause it to fire angled or straight up.
  • faith_plate_target.vmf
Instance containing the bullseye decal used at the end of catapult trajectories.
  • floor_ball_button_black.vmf and floor_ball_button_white.vmf
  • floor_button_black_intact.vmf and floor_button_white_intact.vmf
  • floor_cube_button_white.vmf and floor_cube_button_black.vmf
The various weighted buttons placed on white/black raised sections.
  • glass_128x128.vmf
Dispite the name, used for both glass and gratings. Contains player and physics clips for use with gratings.
  • glass_frame_left_convex_corner.vmf
  • glass_frame_left_corner.vmf
  • glass_frame_left_short.vmf
  • glass_frame_left_straight.vmf
  • glass_frame_right_convex_corner.vmf
  • glass_frame_right_corner.vmf
  • glass_frame_right_short.vmf
  • glass_frame_right_straight.vmf
Frame instances used to create the borders. These use the 'props_ingame/window_frame_system*' models. Two instances are used per edge.
  • global_ents.vmf
Modified version of the normal global_ents instance, containing various global entities like fog and lighting controllers. The music ambient_generic is located here.
  • global_pti_ents.vmf
Instance used to control Workshop support. Required for all uploaded maps. It plays the random Cave quote at map spawn, and is used to trigger the vote screen at the end of levels. Set $disable_pti_audio to 1 to prevent the Cave line from playing, and trigger the @relay_pti_level_end to display the vote screen. The @relay_play_pti_audio relay can be enabled and triggered to play the audio at a later time if needed.
  • goo_top.vmf
Unused instance containing triggers to hurt players and destroy physics objects.
  • indicator_panel.vmf
Instance version of prop_indicator_panels. The entity is placed to appear 0.1 units above the mounted surface.
  • indicator_toggle.vmf
Instance version of env_texturetoggles. The $indicator_name variable must use a @targetname to work correctly.
  • info_sign_sp_clean.vmf
Duplicate of signs/info_sign_sp_clean
  • item_dropper_monster.vmf
Unused cubedropper instance that spawns Frankenturrets.
  • item_dropper.vmf
Cubedropper instance customised for PeTI. If $disable_autodrop is set to 0, it will dispense a cube when the @relay_spawn_on_entrance relay is triggered. The $indicator_lights variable is unused by the PeTI, but will function if given an @targetname value. $Cube_type values:
    • 0: Standard
    • 1: Companion
    • 2: Reflection
    • 3: Sphere
    • 4: Antique (Not recommended)
    • 6: FrankenTurret
  • laser_catcher_center.vmf and laser_catcher_offset.vmf
  • laser_emitter_center.vmf and laser_emitter_offset.vmf
  • laser_relay_center.vmf and laser_relay_offset.vmf
Versions of the Thermal Discouragement Beam devices. The offset versions are positioned inside the instance to appear on the side of the 128x128 block.
  • lift_platform.vmf and lift_platform_oscillate.vmf
Track platform instances. Set $travel_direction and $travel_speed to define the distance moved.
  • lift_standalone.vmf
Instance used for piston platforms. Very complex. Set $top_level and $bottom_level to between 0-5 to define the distance it moves in increments of 128 units.
  • lift_track_bottom.vmf
  • lift_track_bottom_grate.vmf
  • lift_track_middle.vmf
  • lift_track_top.vmf
  • lift_track_single.vmf
Instances used to create the track platform track. The grate instance is used when the platform has the bottom section fully enclosed.
  • light_strip.vmf
Version of the light strips for PeTI maps. The model is positioned to appear 0.1 units above the surface, allowing it to be placed without wall cutouts.
  • observation_room_128x128_1.vmf
  • observation_room_256x128_1.vmf
The small and large observation rooms. When the @relay_lights_on relay is triggered these will light up. The large room contains an env_projectedtexture.
  • paint_dropper_bomb.vmf
  • paint_dropper.vmf
Gel Dispensers. The PeTI creates a trigger_catapult in front of the paint bomb variant to target it onto the endpoint.
  • paint_splat.vmf
Instance for pre-placed gel. The info_paint_sprayer is named @pre_paint_sprayer, and is activated for 1 second during map start. In coop, this is activated by a trigger hidden inside ATLAS's player spawner.
  • panel_black*.vmf and panel_white*.vmf
Unused angled panel instances, likely originating before the angled surface was implemented as a PeTI-generated brush.
  • panel_clear.vmf
  • panel_nobrush.vmf
Instances for regular and glass-covered angled panels. The $animation variable should be set to one of the 'ramp_##_deg_open' animations, where ## = 30,45,60 or 90 degrees. The regular panel's brush is generated by the PeTI in addition to a logic_auto to set the parent attachment.
  • panel_flip.vmf
Logic to control flip panels. The func_door_rotating is generated by the PeTI.
  • panel_piston.vmf
Unused instance, appearing as a panel extended outward on a piston.
  • pedestal_button.vmf
Instanced version of prop_buttons. The small platform the button is placed on is generated by the PeTI. If set to infinite time the $timer_delay variable will be set to '99999999999'.
  • placement_helper.vmf
An info_placement_helper, which is used for Gel Droppers. This is not connected propertly to the dropper inputs, so much of the logic is unnecessary.
  • point_light.vmf
Ambient lighting instance placed randomly throughout the map.
  • stairs.vmf
The instance used for stair panels.
  • tbeam_frame_black.vmf and tbeam_frame_white.vmf
Used to allow the Excursion funnel to match the wall surface.
  • tbeam.vmf
The instance for Excursion Funnels.
  • transition_entry.vmf
  • transition_exit.vmf
Instances used for the arrival/departure transition instance.
  • turret.vmf
Instance for Turrets. Similar to cubes, Point_templates are used to allow the turret to spawn in late, when the @relay_spawn_3 relay is triggered. This allows angled panels and light bridges to initialise without knocking the turret over.

Unpublished Missing Instances

There are more instances in Portal 2 that are not available as a source file within the Portal 2 Authoring Tools build's sdk_content folder. Some of these unpublished instances can be found however by decompiling the .bsp files from the original maps. [See reference image]


button

  • button/button_floor_01a.vmf
Found missing in turbine_elevator/destructed_arrival_soundscape_override_alt.vmf and turbine_elevator\destructed_departure_soundscape_override_alt.vmf.
Warning.png警告:This Instance is completly cut out from Portal 2

destruction

  • destruction/dest_floor_01b_128x256.vmf
Floor decoration in the destruction style. Found missing in multiplayer/two_player_airlock_destroyed.vmf.
  • destruction/dest_wall_01a_128x128.vmf
Wall decoration in the destruction style. Found missing in coop\coop_spawn_room_bridge.vmf
  • destruction/dest_wall_01b_128x128.vmf
Found missing in coop\coop_spawn_room_bridge.vmf


underground

  • underground/security_door_01_areaportalled.vmf
A bipart blast door referenced in another instance multiplayer/two_player_airlock_underground.vmf which is actually present in the sdk_content folder. However this instance is missing, but can be accurately recreated from the maps it is being used from.

See also