![]() ![]() You'll notice that nothing's changed, but this is where it gets interesting.īe advised, you need more than just a copy of Portal 2 for this part.Īuthoring Tools can be downloaded from the 'Tools' section in Steam, while this is the link for GCFScape: Now that the engine has finished creating caches, run your mod again and it will start normally. (Sorry to those Linux or Mac OS users) Find portal2.exe and end the process. ![]() Once it's finished, hit Ctrl Alt Del and open the task manager. The engine creates caches and the dots in the bottom corner will turn yellow when it's finished. Run it, and you'll notice that your menu doesn't load. Simply restart Steam and your mod should be listed. \Steam\steamapps\common\portal 2\portal2_dlc2\maps\soundcache to the new soundcache folder.Ĭongratulations! You've completed the hard work (for now). Now that gameinfo.txt exists, create two subfolders: 'cfg' and 'maps.' Open the maps folder and create a folder named 'soundcache.' Copy the file named '_master.cache' from. ![]() We also need to keep the portal2_dlc2 search path as that is the core of the mod, and we actually need to steal a few files from that directory. If you're wondering why, it's because there are some files in the original game directory on your hard drive that are crucial for Co-Op functionality. Remove the Game/portal2_dlc1 search path, UNLESS your mod is going to have Co-Op functionality. someplace like c:\program files\valve\steam\steamapps\half-life 2. people can mount stuff in c:\mymod, and the main game resources are in We always want to mount that directory relative to gameinfo.txt, so |gameinfo_path| points at the directory where gameinfo.txt is. Search paths are relative to the base directory, which is where hl2.exe is found. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". For the first "Game" search path, it adds a search path called "MOD". For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. For each "Game" search path, it adds another "Game" path in front of it with _ at the end. For each "Game" search path, it adds a "GameBin" path, in \bin The code that loads this file automatically does a few things here: ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SteamAppId 620 // This will mount all the GCFs we need (240=CS:S, 220=HL2). I'm serious there are 16 17 chapters of greatly detailed writing for you to indulge in. So, welcome modders, and get ready to find out how long you can last through this painstakingly long guide. Source 2009 remains backward compatible with older VTF versions (confirmed for at least version 7.2) Most, if not all textures used in Portal 2 have been upgraded to VTF version 7.5 Īll of the most important textures (game logo, loading screens, chapter thumbnails) run on VTF version 7.5 Portal 2 Authoring Tools are in some form an update to the Source SDK, only used for Portal 2Īs mentioned before, everything while creating a mod for Portal only partially applies Portal 2 is a game built from the ground up and is NOT based on HL2 The Source SDK available in the Tools section of Steam can NOT be used for Portal 2 modding The UI is rendered by something Valve refers to as VGUI (the UI newer games such as Portal 2 is rendered by VGUI2) Portal 2 is a game based on the engine Source 2009 Portal 2 is still based on the Source engine, and uses similar principles when it comes to game files and running those files. It is NOT based on HL2, which means Valve built a new game from the ground up, and a lot of the things you may know about modding Portal are about to go down the drain. Whether you're new to Source engine modding, or have experience with older versions, it is different for Portal 2. Now, for those of you out there who want to create your own Portal 2 mod, this guide is for you. ![]()
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