传送门2实例列表

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Revision as of 07:02, 1 July 2025 by WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Portal 2 Instances|title=传送门2实例列表}} {{lang|List of Portal 2 Instances}} {{Portal2}}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{{ent|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{{L|Instance|实例}}。 以下...")
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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
All the above appear to be prop_linked_portal_doors set up as exits and entrances to chambers.
  • vertical_security_door.vmf
A vert_door_animated set up.
  • door_ents.vmf
  • door_ents_noareaportal
Self explainatory.
  • 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
Door frames that appear to fit the prop_linked_portal_door entity. They cannot be passed through due to a black brush entity.
  • portal_entry_door_ents.vmf
  • portal_exit_door_ents.vmf
Both are simply an unaltered prop_linked_portal_door entities, with no difference between the two.

elevator_scenes

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

gameplay

  • 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
Several piston surfaces that seem to be based on the pistons from Portal 1. One thing to note is that animated_pushout_128 and animated_pushout_128_angled are the only ones of these that aren't missing textures. The ones that are missing textures seem to be missing textures that weren't ported from Portal 1.
  • catapult_set_1300.vmf
Two models of the beta faith plates, which used panel arms. This links both together, and isn't really of use.
  • cleanser_128x128.vmf
  • cleanser_embedded_128x128.vmf
Self-explanatory. The second has black panel brushes covering the cleanser edges.
  • coop_bluebot_dropper.vmf
  • coop_bluebot_dropper_paint.vmf
  • coop_redbot_dropper.vmf
  • coop_redbot_dropper_paint.vmf
The droppers that spawn Atlas and P-body. The "_paint" refers to the underground droppers.
  • crusher_ceiling_01.vmf
A very basic crusher that uses the crusher head and a regular panel arm, rather than the whole model. Probably an early model of the crusher.
  • cube_dropper_a4.vmf
  • cube_dropper_a4_box.vmf
Two nearly identical versions of the Franken-cube dropper.
  • cube_dropper_dropontrigger_normal.vmf
Self-explanatory.
  • cube_dropper_large.vmf
  • cube_dropper_large_dirty.vmf
Two cube droppers with a vaccutube visible behind the dropper.
  • cube_dropper_monster.vmf
  • cube_dropper_monster_box.vmf
Two identical droppers. Neither have the walls behind the dropper.
  • cube_dropper_multiple_normal.vmf
  • cube_dropper_multiple_break.vmf
The regular box droppers used in many maps. The latter drops antique cubes despite being a modern dropper.
  • cube_dropper_normal.vmf
  • cube_dropper_normal_dirty.vmf
An instance using cube_dropper_shared. The latter uses the dirty variant.
  • cube_dropper_pedleton.vmf
  • cube_dropper_player.vmf
A uniquely created dropper that does nothing. The latter is most likely used to spawn the player.
  • cube_dropper_shared.vmf
  • cube_dropper_shared_dirty.vmf
Similar to the multiple_normal, but only the entities.
There are also reflection cube and sphere versions, beginning with "reflectocube_" and "sphere_", respectively.
  • debris_pusher
A phys_explosion that does exactly what it says.
  • door_4_panel.vmf
The doors for the Coop checkpoint.
  • faithplate_black.vmf
  • faithplate_black_imposter.vmf
  • faithplate_clean.vmf
  • faithplate_dirty.vmf
  • faithplate_dirty_imposter
Instances of faithplates. The "_black" are most likely earlier versions.
  • fizzler_black_clean.vmf
  • fizzler_black_dirty.vmf
  • fizzler_white_dirty.vmf
Similar to cleanser_embedded_128x128, except with more versions. Oddly, there isn't a 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
Contrary to their names, these actually do not seem to involve catwalks, rather they include airlock panels.
  • glass_breakable_192x128.vmf
Self-explanatory.
  • item_dropper.vmf
  • item_dropper_broken.vmf
Very similar to multiple_normal, but with two invisible brushes inside the dropper, likely to align the cube. The latter is a dirty varaint.
  • paint_bomb_dropper.vmf
  • paint_bomb_dropper_auto.vmf
  • paint_bomb_dropper_bounce.vmf
  • paint_bomb_dropper_modern.vnf
  • paint_bomb_dropper_speed.vmf
These are rather unusual. They are all set up like cube droppers. The first uses a cube dropper base for the dropper, as does modern, similar to beta. Auto uses a damaged version of this dropper. Bounce and speed simply use vaccutubes for the droppers.
  • paint_cleanser_128x128.vmf
An unused version of the fizzler with the purpose of cleaning/ blocking gel. Interestingly, it uses the Portal 1 fizzler emitters instead of the regular ones.
  • paint_dropper.vmf
  • paint_dropper_bounce.vmf
  • paint_dropper_erase.vmf
  • paint_dropper_speed.vmf
  • paint_dropper_stick.vmf
Paint droppers that use cube droppers, similar to how they appeared in beta. Interestingly, it includes "_stick" referring to the cut Adhesion gel.
  • portal_emitter_blue.vmf
  • portal_emitter_orange.vmf
Self-explanatory.
  • 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
Droppers for the reflection cube, as the names imply. _helper_shared lacks the walls. Large is a longer version of the dropper. _shared is exactly like the helper file.
  • 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
Droppers similar to the cube droppers, but for spheres. _multipleballs lacks the walls behind the dropper. _nopredrop means they don't drop one immediately, and they also lack the brushes behind the dropper.
  • tractorbeam_frame_black.vmf
  • tractorbeam_frame_black_dirty.vmf
  • tractorbeam_frame_white.vmf
  • tractorbeam_frame_white_dirty.vmf
Various frames for the excursion funnel.

More coming soon

labs

  • observation_room_02_256x128_1off.vmf
An empty observation room with a window 256 by 128, without lighting or furniture.
  • observation_room_64x128_1.vmf
  • observation_room_64x128_1b.vmf
An observation room with a window 64 by 128. The room turns to the right. It contains two stools, a desk, and two monitors. The latter seems to be the same as the former, with the addition of an overhead light.
  • observation_room_64x128_1off.vmf
An observation room with a window 64 by 128. It produces no light, and the room turns to the left. It has no furniture.
  • observation_room_64x128_2off.vmf
A room similar to observation_room_64x128_1b.vmf, except it lacks monitors and doesn't give off light.
  • observation_room_64x128_3off.vmf
An observation room that looks similar to observation_room_64x128_1off.vmf, but the room is smaller, and it lacks an entry door.
  • observation_room_128x128_1.vmf
  • observation_room_128x128_1b.vmf

A room with a window that's 128 by 128. It contains two lab chairs and a desk, but lacks a door. The latter adds an overhead light.

  • observation_room_128x128_1off.vmf

A duplicate room of observation_room_128x128_1.vmf, but it lacks chairs, lighting, and the window is broken.

  • observation_room_128x128_notbroken_off.vmf

A room similar to observation_room_128x128_1off.vmf, but the window isn't broken. It still gives off no light.

  • observation_room_192x128_1.vmf
  • observation_room_192x128_1b.vmf

A room with a window that's 192 by 128. The former only contains a desk, and lacks chairs or a door. The latter is exact same, with the inclusion of a single monitor, and overhead light.

  • observation_room_192x128_1off.vmf

An exact duplicate of observation_room_192x128_1.vmf, but without the lighting.

  • observation_room_192x128_2.vmf

A room similar to observation_room_192x128_1b.vmf, but for some reason has a glass cover light inside the window, and the lighting is misplaced.

  • observation_room_256x128_1.vmf
  • observation_room_256x128_1b.vmf

The former is a room that matches observation_room_256x128_1off.vmf, but with lighting. The latter has the inclusion of a ceiling light.

  • observation_room_256x128_2off.vmf

An exact duplicate of observation_room_256x128_1off.vmf.

  • observation_room_256x128_norefract.vmf

A duplicate of observation_room_256x128_1.vmf, but lacks a prop_static glass_observation_1.mdl for the window, the inside window texture is incorrectly aligned.

lights

Cool in filename means cool light (more blue), warm means warm light (more red) and neutral means white light (like sunlight). off/low/med/high gives the intensity of light.

  • 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

  • wheatley_bigscreen.vmf
A wheatley monitor. Position flush into the wall, then trigger inputs to extend it. The instance contains logic to break the screen when cubes or players impact at high speeds,
  • wheatley_studio.vmf
A room containing a Wheatley actor and camera to display on monitors. Place one in every map, and send inputs to cause him to enter/leave the view or change the zoom. Wheatley will automatically perform animations in sync with any A4 choreo_scenes.

multiplayer

To be added soon.

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