Ultimate Portal 2 Modding Guide

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Revision as of 09:34, 2 November 2019 by Jake1997 (talk | contribs) (Small clean up.)
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This guide will cover all the essential parts of Portal 2 modding. Some methods described may or may not work for other Source engine games.


In this guide, we will create a simple Portal 2 Sourcemod, which is going to be called "Portal 2 Modding Guide". The first thing we need to do is download the Portal 2 Authoring Tools. These can be found under "Tools" on Steam if you own Portal 2 (Make sure Portal 2 is installed). Run the tool and a window, as pictured on the right, will appear. We will only really need the Hammer World Editor. The model viewer can be handy when debugging models and the Face Poser is needed to build scene image files.

Portal 2 Authoring Tools

Creating The Mod

To create the Sourcemod, navigate to the steamapps directory. (Usually located at C:\Program Files(x86)\Steam\steamapps). There should be a folder called "sourcemods". If it doesn't exist, create it. In the sourcemods directory, create a new folder with the name of the mod that is being created. Put a file in there and call it "gameinfo.txt". Copy and paste this template into the gameinfo.txt:

	game        							"Portal 2 Modding Guide" // The name of your mod (will be displayed in steam)
	gamedata							"portal2.fgd"
	icon								"resource/icon" // Path to the icon (displayed in steam and, window and task bar)
       	gamelogo   			 				1
      	SupportsDX8    							0
       	SupportsXbox360 						0
           	SteamAppId 						620 // The steamappid of Portal 2
           	ToolsAppId 						211 // The toolsappid of the Source Sdk
               		Game                	|gameinfo_path|. // Your own assets
               		Game                	portal2_dlc2 // DLC 2 assets
               		Game                	portal2_dlc1 // DLC 1 assets
			Game			portal2 // Base Portal 2 assets
			platform		platform // Core engine files

After that, restart Steam and it will be listed in the Steam library.

The next step is to create the asset directory and other necessary files. Luckily, Source does this automatically when starting the mod, so all we need to do is start it through Steam.