Ultimate Portal 2 Modding Guide

From Valve Developer Community
Jump to: navigation, search

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.

Custom assets

Adding assets like materials, models, sounds, scripts, resources, videos and others is the core purpose of mods. A mod acts as a content path. Assets can exist outside of a vpk if they do not override already existing ones.

Overriding Portal 2 content

Putting custom loading screens, GUIs, playermodels, portal gun models and all those things into a mod is a matter of overriding Portal 2's original assets. To override, they must be put into a VPK

Configuring hammer

Making hammer load mod assets

By default, Hammer loads all assets from Portal 2's portal2 content directory. To make the editor automatically load all assets from the mod, follow the tutorial on how to Add Mod Content to Hammer

Setting compile output

In Hammer Build Programs options, set the Place compiled maps in this directory before running the game path to your mod's maps directory. (C:\Program Files(x86)\Steam\steamapps\sourcemods\Portal 2 Modding Guide\maps)

Editing the GUI