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