Blue Portals SDK + example files. Has all campaign maps, Extended Play maps, Conversion Cubed, prefabs and instances!
Sorry it took so long since Desura clients had this for a while. I doubt anyone is going to make maps for Blue Portals anymore, but if you want to look around and learn a few things, you are free to do so.
Change log history since December:
Changelog wrote: Changes 12/7/10- Added sprites to point_template, env_entity_maker, env_texturetoggle, env_beam, and logic_autosave- In prop_portal, 'Portal Number' has been changed to 'Portal Color' along with'Portal 1' and 'Portal 2' are now defined as 'Blue' and 'Orange'. - In prop_portal, the display model has been changed so the portal can be seen in the editor (Thanks, Omni!)- In weapon_portalgun, the message "Can this portalgun create red portals?" has been changed to "Can this portalgun create orange portals?"- In weapon_portalgun, The default boolean of "Can this portalgun create orange portals?" is now '0' (No)- In env_soundscape, the soundscape list now contains the blue Portals soundscapes and Portal's soundscapes with in the dropbox. (Thanks, Omni!)- info_player_start now displays the chell model.- point_spotlight now has a 'HaloScale' keyvalue. (Not sure its effective, but no errors were reported.)- env_projectedtexture now uses the cone model to match the Alien Swarm Authorizing Tools. - The overlay_helper model is now a cube rather then a rectangular prism ported from the Left 4 Dead 2 and Alien Swarm Authorizing Tools. This makes overlays on ceilings less annoying.- In npc_portal_turret_floor the keyvalue 'Skin Number' has been changed to 'Skin', making picking start skin in Hammer possable.- npc_portal_turret_floor input "Skin" is no longer reported broken by Hammer.
Changes 12/20/10- Mappers can change the render color of prop_dynamic's and prop_dynamic_override's. (Note, the model will not change color in the editor.)- Included graphic instructions on how to set up the files via Hammer.- Box-lib prefab is now fixed. The box models are now prop_physics_override.
Changes 3/16/11- Added Extended Play maps - Updated campaign maps, and included maps bp_00-01 - bp_10- Updated FDG to support the ECHO. - Fixed leak in Observation_128 prefab- Added the garbage instances for bp_both-m7- Added the target prefab from Extended Play
Changes 4/13/11- Added Conversion Cubed vmf(s)
Nice, Tnx Reepblue :)
So this basically all of the files for Blue Portals for use to use with Source SDK? Or is this a program itself?
all of the files to use with the SDK.... the sdk comes with the game
how do you install it to source SDK?
how do you make the ECHO jump pads?
How to install it .-.
Might I suggest making this work after the steampipe update?
how do you install?
There should be a way to make your owen maps like a hammer tool that you run and ask like a normal portal but if her blue portals and there’s a tab for custom maps
confusing yet i remember being able to do it before
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