nyuuzyou/wikis huggingface dataset:
Portal 2 Puzzle Maker/Reflection Cube

Reflection Cubes are test elements in the Portal 2 Editor. They share many properties with Weighted Storage Cubes, such as activating cube buttons, but they can also reflect Laser Beams.
== Item Properties: ==
Entity Cost: 4
-Cube Type: Standard, Companion, Refection, Sphere, Franken
-Dropper Enabled: Whether or not a dropper will spawn above the cube. When this is unchecked the cube will have a gadget for precise rotation for laser direction. Holding Shift will snap the rotation to 45-degree increments.
-Auto Drop First Cube: When checked/enabled, the dropper will automatically drop a cube after entering the test chamber.
-Auto Respawn Cube: When checked/enabled, the dropper will automatically drop another cube after the last cube is destroyed.
Connection: Only the box dropper can receive connections from buttons and other switches.
Portal 2 Puzzle Maker/Shortcuts

{| class=standard-table
|, || Pull surfaces, fill volumes.
|-
| || Push surfaces, carve volumes.
|-
| || Change portalability of the entire selection at once.
|-
| || Invert portalability of the selection.
|-
| || Make entire selection white (portalable).
|-
| || Make entire selection black (nonportalable).
|-
| || Connect item (Same as -> Connect To...)
|-
| || Rebuild and enter game view.
|-
| || Switch back and forth to and from the game view. If you have made edits, you will need to rebuild.
|-
| + || Insta-drag selected surfaces and volumes.
|-
| + || Copies the clicked element. Drag to move the copy and release the mouse button to drop it.
|-
| || Move camera.
|-
| , + || Rotate camera left.
|-
| , + || Rotate camera right.
|-
| || Click for context menu, drag to pan camera.
|-
| || Drag to rotate camera.
|-
| + || Drag to pan camera.
|-
| , || Restore default camera view.
|-
|}
Portal 2 Puzzle Maker/Stairs

Stairs are a testing element in Portal puzzles. They are two blocks long, and when deployed allow the player to walk one block high.
== Editor Adjustments ==
* Stairs can be rotated to any cardinal direction by dragging the round rotation handle; they will rotate around their lower end where the handle is located
== Item Properties ==
Entity Cost: 13
* Start Deployed
** If checked, the Stairs will start in the raised position when the level begins
** If unchecked, the Stairs will be flush with the floor when the level begins
== Connections ==
* If "Start Deployed" is checked, an active connection will retract the Stairs
* If "Start Deployed" is not checked, an active connection will raise the Stairs
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Puzzle Maker/Track Platform

Track Platforms are a testing element in Portal 2. They can move in straight vertical or horizontal paths across walls, floors and the ceilings of the test chamber. They also can be placed in goo.
== Editor Adjustments ==
When placing a Track Platform in a map, up to four arrows appear around it, depending if there is space available around the Platform. Clicking and dragging these arrows will produce the rail the Track Platform moves on. The Platform will be placed facing upwards initially, but its orientation can be changed by dragging the adjustment gizmo that is overlaying the Platform.
== Item Properties ==
Entity Cost: 13, plus 1 per additional unit of track
* Connect to...
** Opens a pointer to select a test element that activates the Track Platform.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Rail oscillate
** If checked, the Track Platform will go back and forth between the start and end of its rail when activated. If unchecked, activating the Platform will make it move to the end of its rail and stay there. The Platform will then only move back to the start of its rail when deactivated. 
* Start active
** If checked, the Track Platform will move on its own without needing to be activated.
* Delete item
** Deletes the Track Platform.
* Portalable
** Checking or unchecking this option has no effect on the Track Platform as it has a glass surface.
* Pull surface
** Moves the selected Track Platform further into the room together with the wall block behind it.
* Push surface
** Pushes the selected Track Platform out of the room together with the wall block behind it.
Portal 2 Puzzle Maker/Tractor Beam

Tractor beams (also known as excursion funnels) are a testing element in Portal puzzles. They convey anything placed in them in a straight line, removing other influences such as momentum or gravity. They are blue when in the forward state, and will push items away from their base. They are orange when in the reverse state, and will pull items toward their base. Tractor Beams can be sent through portals.
== Item Properties ==
Entity Cost: 8
* Start Enabled
** If checked, the Tractor Beam will be enabled when the level begins. This means the tractor beam will be blue and will push objects away from the emitter.
* Start Reversed
** If checked, the Tractor Beam will be reversed when the level begins. This means the tractor beam will be orange and will pull objects towards the emitter.
== Connections ==
Tractor Beams have two connection types
* Change Active State
** If "Start Enabled" is checked, an active connection will disable the beam
** If "Start Enabled" is not checked, an active connection will enable the beam
* Change Polarity
** If "Start Reversed" is checked, an active connection will turn the beam to forward state (blue)
** If "Start Reversed" is not checked, an active connection will turn the beam to reverse state (orange)
* Tractor Beams have two connection types, but both cannot be activated by the same object.
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Puzzle Maker/Turret

Turrets are hazards which will automatically target any player within their range and field of view (designated in the editor by a shaded red cone when the turret is selected). After a short delay they will fire on the player with dual machine guns; if the player leaves their line of sight they will remain on alert for a short time before going back to "sleep".
The player can neutralize them by tipping them over (either by picking them up, by placing a portal underneath them, or more indirectly through the use of a testing element), dropping them in Goo, igniting them with a Laser Beam, passing them through a Fizzler, or indirectly by splashing them with Repulsion Gel (which causes them to bounce around uncontrollably).
== Item Properties ==
Entity Cost: 3
This item has no options to set.
== Item Functions ==
Turrets can be precisely rotated in any direction. To constrain rotation to 45-degree increments, hold down Shift while rotating.
== Placement ==
Turrets must be placed on an unoccupied solid surface. The editor will not permit them to be placed mid-air or within a Goo pit.
In addition to unoccupied solid floors, valid placements for turrets include:
* Glass or Angled Panels that start deployed at 90 degrees
** Both will support a turret on the flat side if used as a floor; the turret will fall when the panel is retracted
* Glass or Grating
** Both will support a turret if used as a floor
* Piston Platforms
** Use with care, as moving platforms can sometimes tip over turrets standing on them
* In the path of a Laser or Tractor Beam, active or not
** The turret will be affected by either beam as soon as the beam is activated
* On top of Light Bridges which are horizontal
** The turret will offset vertically so it appears on top of the bridge.
Invalid placement surfaces include:
* Standing on Flip Panels, Angled Panels which do not start deployed, Stairs (deployed or not) or Faith Plates
** These require space to activate/deploy, and do not permit anything to be placed in the square in front of them
* Standing on a Weighted, Cube or Sphere Button; on a floor-mounted Laser Emitter, Catcher or Relay; or on a Light Strip in one of its two center positions
** All of these testing elements have geometry that extends into the adjacent square and conflicts with the turret
* In the same square as any other free-standing physics object such as another turret or any type of cube
** Two objects cannot occupy the same location
* Directly in the path of a Fizzler or Laser Field
** Both Wall Hazards are considered to occupy the space between their emitters
== Facts ==
The turret will say a "Hello" type quote when selected, and will say a "Goodbye" type quote when deselected.
Portal 2 Puzzle Maker/Wall Hazards

Wall hazards are testing elements in Portal puzzles. They include Fizzlers (also known as Emancipation Grids) and Laser Fields. They are generally used to prevent a player or object from passing, or at least to prevent a player from passing without thinking first.
== Item Properties ==
Entity Cost: 14, plus 9 per block of size beyond the first
===Hazard Type===
====Fizzler====
Turquoise field. When the player passes through, both of their portals are removed. When other testing elements such as cubes pass through the field, they are fizzled. Fizzlers also block portal shots.
====Laserfield====
Red horizontally striped field. When the player passes through, they are killed. Does not block portals and will not damage cubes or any other testing elements.
=== Start Enabled ===
If checked, the hazard will start enabled when the level begins.
== Editor Adjustments ==
* The size of the hazard can be adjusted by dragging the white arrows at the edges of the item
* What area of the panel the hazard extends from can be adjusted by dragging the round diamond shaped handle (eight positions)
== Connections ==
* If "Start Enabled" is checked, an active connection will disable the hazard field
* If "Start Enabled" is not checked, an active connection will enable the hazard field
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Sixense Perceptual Pack

The was a DLC for Portal 2 which tried to put the Portal series into Virtual Reality, made for the Sixense Creative Senz3D hardware.
It came with 20 unique maps, under the prefix sp_a*_sx_. The similarly-named Portal 2 Sixense MotionPack DLC, which some of the aforementioned 20 maps are from, bundles along six extra Co-Op maps, with the prefix mp_coop_sx_.
The main feature of the Perceptual Pack was how it uses the Creative Senz3D hardware to create unique mechanics otherwise normally impossible, such as moving Portals on their side. Likewise, the Motionpack does this using the Razer Hydra hardware.
Both the Perceptual Pack and the MotionPack (also known as In Motion in version) were published by Sixense. The MotionPack was released in 2011, and was obtained via Steam keys supplied with all Razer Hydra purchases, while the Perceptual Pack was released in 2013, and was free on the Steam store, before being delisted.
It was delisted from the store at 16 August 2022 UTC for an unknown reason, possibly it could be related to the camera (which was required to play the DLC without using mods) lacking drivers for the newer versions of Windows (such as Windows 10).
Category:Portal 2
Category:Portal 2 engine branch games
Category:Valve Games
Category:Delisted games
Portal 2 VCDs

Valve uses Squirrel scripts to make Glados (and other characters) talk throughout Portal 2. This is done by the GladosPlayVCD() function. Each piece of dialogue is associated with a unique key which refers to one or a series of scene files. However, Hammer is unable to pass this key to the script (it would require wrapping in quotes, which would mess up the VMF structure). So, Valve also associated dialogue snippets with numbers (or indices) which Hammer can use.
These pages serve as a reference to allow mappers to re-use voice lines as they see fit, by mapping indices to voice lines. The data is categorised according to the defining nut file.
* Coop Scenetable
* Coop SceneTable Manual
* SceneTable
* SceneTable Manual
* Cave Johnson SceneTable Manual
* Act 4 SceneTable Manual
* Act 3 SceneTable Manual
=Calling the scenes=
Whether you use the glados_gen_actor.vmf or mp_coop_glados_ents.vmf instance will depend on what scene table is used when you call the GladosPlayVCD() function. This is important as the scenetable[] array has elements used more than once for both the coop and singleplayer game voice lines.
The mp_coop_glados_ents will use every scenetable located in Coop SceneTable Manual and Coop Scenetable whereas glados_gen_actor will use the rest.
Playing a scene from both modes in the same map is probably possible, but probably more difficult to execute.
Making your own script will be necessary for scenes which can only be played when the named map is currently active (as defined in the specified scenetable script). This is done because setting every scene inside a huge array would take up more memory and CPU on each map load.
==Implementing==
Dialogue should be triggered through an event in your map. Using this event, add an output:
My Output	Target 	Target Input 	Parameter
 	@glados	RunScriptCode	GladosPlayVcd(index)
Indexes can be found on the subsequent scenetable page listed above.
Category:Portal 2 Level Design
=See also=
Portal 2: Cave's voicelines
Portal 2 custom models

== About ==
Studiomdl does not recognize exports made by SMD Exporter. This guide will show the steps to allow Studiomdl to recognize these files.
== Reference Code ==
This is the .smd file that Studiomdl recognizes in the Portal 2 folder:
version 1
nodes
 0 "static_prop" -1
end
skeleton
time 0
 0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end
triangles
 combine_panel001.bmp
 0 58.059105 -108.627701 38.488201 0.072002 0.023401 0.997130 0.289500 -0.998100
 0 52.870804 -94.276199 38.526199 0.072002 0.023401 0.997130 0.316600 -0.998100
 0 45.461502 -78.973999 38.702400 0.072002 0.023401 0.997130 0.355300 -0.998100
 combine_panel001.bmp
 0 73.021011 -99.157303 38.303902 -0.270688 -0.028099 0.962257 0.211300 -0.998100
 0 74.424805 -114.241302 38.257702 -0.269592 0.002400 0.962972 0.203900 -0.998100
 0 75.247810 -114.277496 38.488201 -0.275013 0.013601 0.961344 0.199600 -0.998100
 combine_panel001.bmp
 ...
end
No nodes other than 0 "static_prop" -1 and (for props):
skeleton
 time 0
 0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end
Here is the .qc file:
 $cd "..."
 $modelname "Combine_Room\combine_wire001.mdl"
 $model "Body" "combine_wire001_reference.smd"
 $lod 10
 {
 replacemodel "combine_wire001_reference" "lod1_combine_wire001_reference"
 }
 $lod 15
 {
 replacemodel "combine_wire001_reference" "lod2_combine_wire001_reference"
 }
 $lod 20
 {
 replacemodel "combine_wire001_reference" "lod3_combine_wire001_reference" 
 }
 $lod 25
 {
 replacemodel "combine_wire001_reference" "lod4_combine_wire001_reference"
 }
 $cdmaterials "models\combine_room/"
 $hboxset "default"
 $hbox 0 "static_prop" -77.137 -173.657 -40.269 77.137 173.657 40.269
 // Model uses material "combine_panel001.vmt"
 $surfaceprop "metal"
 $illumposition 0.000 0.000 0.000
 $sequence idle "idle" fps 30.00
 $collisionmodel "phymodel.smd" 
 {
 	$concave
 	$mass 30.0
 	$inertia 1.00
 	$damping 0.00
 	$rotdamping 0.00
 }
$lod and $hbox and $collisionmodel are unnecessary, so here are the bare-bones to get your model into Hammer:
 $cd "..."
 $modelname "Combine_Room\combine_wire001.mdl"
 $model "Body" "combine_wire001_reference.smd"
 $cdmaterials "models\combine_room/"
 $hboxset "default"
 $surfaceprop "metal"
 $illumposition 0.000 0.000 0.000
 $sequence idle "idle" fps 30.00
Finally, to get the model into Hammer, you need the file called idle.smd:
version 1
 nodes
 0 "static_prop" -1
end
skeleton
 time 0
 0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
 time 1
 0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
end
Category:Portal 2
Category:Portal 2 Level Design
Portal 2 engine branch

The was introduced with in 2011. It succeeded the and was superseded by the . With the release of Portal 2, this marks the first time Source engine was ported to , since the release of .
== Features ==
New since the is:
; Improved shadow mapping
: The entity is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
; Video playback on materials
: Added support to render Bink Video in-game on surfaces, used for elevator screens in Portal 2.
; Blob particles
: A particle renderer that renders blobs of liquid, used for paint gel in Portal 2. A similar blob particles system are originally present in or , but was disabled in code.
; World portals
: World portals that can seamlessly link together separate parts of the world. This feature is exclusive to this engine branch.
; Sound operators
: For defining complex audio behaviour.
; Finished water debris flow
: The base texture water flow feature from the Alien Swarm engine branch has been finished, with flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.
=== Tools ===
; new features
: DotA Camera - restrict the camera to be in the DotA orientation and distance from the ground. Likely included because Valve likely used Portal 2 Hammer to create maps (during it's development), or simply was mistakenly (or for whatever reason) backported to Portal 2 Hammer.
=== PS3 exclusive features ===
; Official Support
: PS3 is now officially supported by Valve. Unlike the PS3 port of The Orange Box, which was outsourced to Electronic Arts (EA), which ended up suffering from occasional frame drops and other technical issues as Valve had difficulties utilizing the SPEs cores on the PS3 at the time. The PS3 version of takes advantages of SPEs cores on the RSX processor, allowing for better performance. Of little use to modders, needless to say.
; MLAA anti-aliasing
: Post-processing effect used to reduce stair-step (aliasing) effect on geometry and transparent textures, while having less performance impact compared to MSAA.
; integration (Steamworks)
: version of features Steam integration. Achievements are synced with both PSN and Steam, and PS3 users were able to complete co-op levels with Steam friends. Steam services on PS3 have been shut down in 2016.
; PlayStation Move support
: on PS3 supports PlayStation Move motion controller.
== Availability ==
List of games that runs on .
* 
** (delisted)
** 
** 
* - Previously running on the .
* 
* Consortium (delisted)
* 
** Based off engine.
* 
* 
A third-party, heavily modified version of this engine used for & other games by Respawn Entertainment, called the , is also available, and it is used on the following games:
:* (delisted)
:* 
:* 
Source code for these branches is not available. However, authoring tools exist for custom content.
* 
Category:Official Engine Branches
Portal 2 raTTail elements

The mod raTTail for Portal 2 is a concept currently under early development.
== Elements ==
* These are the elements currently completed.
# The Gravity-Pellet Dropper
# The Gravity-Pellet Reciever
# The Pusher (a miniature fan)
* These are elements currently under construction.
# Destruction Gel
# Conversion Gel with updated Properties
# Psychosis, Pills and Companion Cube Proximity requirements
# Computer interactivity puzzles
== Tutorials ==
* Creating A GPellet mechanism
Portal 2 vote page

The voting page/screen is a page where you evaluate the map/test chamber you had just played from workshop. There you can visit author's page, comment and rate the map/test chamber.
To make the voting screen appear, you will need an entity to activate it. Generally this will be a trigger, but any entity that sends outputs can be used for this, such as a or a .
==With triggers==
1. Create a trigger brush (using the tools/toolstrigger texture) with the block tool and tie it to a trigger_once.
2. Place a func_instance using the entity tool, and go to its properties tab. Use the following settings:
::
Property 	Value
Fix Up Name 	pti_ents
VMF Filename	instances/p2editor/global_pti_ents.vmf
3. In the trigger's properties, go to the Outputs tab and add the following:
::
My Output 	Target Entity 	Target Input	Delay	Only Once
OnStartTouch	@relay_pti_level_end	Trigger 	0.00 	Yes
Because most maps end with an elevator, placing this trigger somewhere in the exit elevator's shaft works well. The Puzzlemaker exit elevator triggers the relay 0.90 seconds after the player enters the elevator, but you may wish to change this to stop the elevator door animation from being cut off. Placing another trigger further up the shaft works well for this.
==With another entity==
To trigger the vote screen using a different entity, repeat the steps above, but change OnStartTouch to an appropriate output for the entity, such as OnTrigger for a logic_relay or OnPressed for a button.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Portal 2 with Alien Swarm Authoring Tools

Some may prefer 's Authoring Tools over 's. For those who would rather use the Alien Swarm SDK work-around, the instructions are listed below.
== Adding Portal 2 to SDK ==
#Download, install, and run Alien Swarm SDK.
#Double click Edit Game Configurations.
##Under 'Current Game Configuration, click Add.
##Under Name in the Edit Configuration window, type Portal 2
##Under Directory, type ...\steamapps\common\portal 2\portal2.
##Click OK.
== Configuring Portal 2 to work with the SDK ==
#Open up the Portal 2 GameInfo.txt file.
#Find SearchPaths.
#Add: "game" "platform" (with the quotes).
== Configuring Hammer ==
#Search for 4 files in ...\steamapps\common\portal 2\bin - base.fgd, halflife2.fgd, portal.fgd, portal2.fgd.
##Rename base.fgd to something like portal2base.fgd.
##Copy all files to ...\steamapps\common\alien swarm\bin.
##Open halflife2.fgd and portal2.fgd and change @include "base.fgd" to @include "portal2base.fgd".
##Go back to the originals in ..\steamapps\common\portal2\bin and rename portal2base.fgd back to base.fgd.
#Run Hammer.
##Click on Tools and Options.
##Remove swarm.fgd and add portal2.fgd.
##Change Game Executable Directory to $SteamUserDir\portal 2.
##Go to Build Programs tab and change Game Executable to $SteamUserDir\portal 2\portal2.exe.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials