(Re)play Portal with a partial graphical overhaul that doesn't mess with the original aesthetic and keeps support for achievements
UPDATE 2020-09-13: Turns out I forgot to compile LDR lightmaps for some maps, and that cubemaps were corrupt in the last map, so I have fixed that. I have also added a new line to the autoexec.cfg, 'ai_norebuildgraph 1' which fixes the issue with reloading saves and turrets not firing
IMPORTANT!!! To install, extract the 'custom' and 'cfg' folders into 'Steam\steamapps\common\Portal\portal'
If done correctly, there should now be a 'custom' folder below the 'cfg' folder and above the 'downloadlists' or 'maps' folder, depending on if you have already opened the game once, and inside the 'cfg' folder, there should be a new file called 'autoexec.cfg'. If upon extracting, it says that 'autoexec.cfg' already exists, please open the existing autoexec.cfg and add 'r_hunkalloclightmaps 0' and 'ai_norebuildgraph 1' without the quotes each to new lines in the file.
With the advent of 64bit compile tools thanks to Garry's Mod, pushing Source to its limit when it comes to shadows is now a possibility. Portal was the perfect testing ground due to its indoor, compartmentalized nature, which kept compile times low (escape_02 [the last level] took just under 2 hours to compile due to it having a small outdoors section).
Along side the changes that were necessary to facilitate high fidelity shadows, there is now HDR support and 256x256 reflection cubemaps for all maps (anywhere between a 4 to 16 times improvement to reflection resolution!) Due note that these changes do come with a performance penalty, but any mid to high-end system from the last 4 years shouldn't see a big performance impact (iGPUs and anything less than 8 gigs of RAM will probably suffer greatly; this is for people who have their settings maxed and have frames to spare)
Known bugs/unfixable issues:
These maps are not based off of decompiles.