nyuuzyou/wikis huggingface dataset:
Portal BTS Typical Elements and Entities

==Introduction==
This page will show you common elements that can be used in almost any room type and how to create them.
==Cables==
A staple feature of most bts areas are the cables hanging from the ceiling. In Portal 1, they are made using keyframe_rope entities, with a single move_rope always being the first in a system. Be sure to get creative with adjusting the slack.
These properties are required for ropes as seen in Portal.
Property Name	Value
Subdivision 	8
Rope Material	cable/cable
There is one single cable in escape_00 that uses the cable/cable_back texture. 
==Fuse Set Props==
To create fuse props, create a prop_static entity and use any of the following models:
*models/props/128_fuse_set01/128_fuse_set01.mdl
*models/props/128_fuse_set02/128_fuse_set02.mdl
*models/props/128_fuse_set03/128_fuse_set03.mdl
*models/props/128_fuse_set04/128_fuse_set04.mdl
*models/props/128_fuse_set05/128_fuse_set05.mdl
*models/props/128_fuse_set06/128_fuse_set06.mdl
*models/props/128_fuse_set07/128_fuse_set07.mdl
*models/props/128_fuse_set08/128_fuse_set08.mdl
*models/props/128_fuse_set09/128_fuse_set09.mdl
*models/props/128_fuse_set10/128_fuse_set10.mdl
Set its skin to 1 unless if it's inside an Observation Hallway.
==Entities==
===Fog===
The official BTS maps have an env_fog_controller in them with the following properties:
Property Name 	Value
Name 	fog_ctrl
Fog Enable 	Yes
Primary Fog Color 	58 82 101
Secondary Fog Color	85 43 0
Fog Start 	64
Fog End 	3500
===Color Control===
All official escape maps have a color_correction. Create a color_correction entity and enter the following properties:
Property Name 	Value
Name 	color_correction_bts
Lookup Falloff Start Distance	-1
Lookup Falloff End Distance 	-1
Lookup Table Filename 	scripts/colorcorrection/cc_bts.raw
Lookup Fade In Duration 	2
Lookup Fade out Duration 	2
===Tonemap Control===
All escape maps have anenv_tonemap_controller entity.
Create an env_tonemap_controller and set its name to tonemap
Create a logic_auto and give the logic_auto the following outputs:
	OnMapSpawn	tonemap	SetBloomScale 	0.3	0.00	No
	OnMapSpawn	tonemap	SetAutoExposureMin	0.5	0.00	No
	OnMapSpawn	tonemap	SetAutoExposureMax	2 	0.00	No
	OnMapSpawn	tonemap	SetTonemapRate 	0.3	0.00	No
==List of other Typical Elements==
These are already existing tutorials for other typical elements used in the Behind the Scenes style.
* Cat Walks
* Fans
* Interior Fences
* Locked Keypad Doors
* Piston Panels
* Speakers
* SpotLight Lamps
* Support beams
* Vacuum Tubes
* Vents
* Wall Pipes
== See also ==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
Portal Companion Collection

The is a bundle of both main games in the Portal series available on the . It contains the following games: 
* (including )
*
It is developed by Valve, in conjunction with NVIDIA Lightspeed Studios, who previously ported and to NVIDIA Shield (which runs on ), to be the official port of both Portal games to the Switch, proving that games can be run on the Switch.
However, while the main parts of both games are ported, there are some notable differences. For example, in Portal 2, the PTI, including Workshop support and custom chambers, has been stripped, along with Robot Enrichment, and the menu UI (VGUI) used in Portal are based of the consoles' version (/) of The Orange Box UI rather than Steam Deck UI, and additionally, the games also have achievements support (something which was probably rare in Nintendo consoles, and most likely it was client-sided only unlike X360/PS3 version and other consoles), beside from that, it appears that the port was based off the Xbox 360 version but runs on newer engine (Source 2013), as there are leftovers of Xbox's Gamerscore in the Achievements menu, and Portal 2 ARG (including Transmission Received achievement) being present. It is locked to 1080p, 60FPS while docked, and 720p, 60FPS while undocked, which is a notable improvement over the Xbox 360 and PS3 versions of the game. Other than this, the games are identical to their PC and Nvidia Shield counterparts.
However, unlike the Portal Bundle (a bundle similar to this but for PC), in the Portal Companion Collection, Portal is also bundled with Portal: Still Alive, making this the first official release of said mappack since 2008.
==See also==
*
*
* (PC)
** Console version for and .
== External links ==
*
Category:Portal
Category:Portal 2
Category:Portal: Still Alive
Category:Packages
Portal Design And Detail

The most important thing in any map is design and detail. This is especially important when making a Portal map. Such a test chamber map needs to have a well planned out layout, be fun to play, and be visually attractive for the player.
==Construction==
===The Blockout Process===
The first step to use when making a Portal map is to first design a rough, and simple map. This is generally done with dev textures, and it is generally completed in about 4-5 minutes. At this point, you should thoroughly play test this area, and determine what areas will be portable and non portable.
===Detailing Portal Placement Locations===
Now detail the areas where portals will be placed. I moved the top section in and added a hazard texture, and I shrunk the floor and made it into a platform.
===Rough Metal Texturing===
Now add metal textures where players will not be able to place portals on. The metal textures will have standard detail for now. Play test this section again, and find any glitches.
===Gameplay Elements===
Now add doors, buttons, catchers, and triggers for the area. Now play test the section thoroughly. It will be very difficult to modify the detailed walls afterwards.
===Detailing Metal Walls===
Add detail to your metal walls. See Detailing metal walls for more information. Generally, you will want to have smaller metal blocks on the bottom, and bigger on the top.
===Adding Interior Lighting===
Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001.
===Final Result & Minor Fixes===
Admire a job well done and fix minor texture alignments and bugs.
Category:Portal
Category:Level Design
Category:Tutorials
Portal Funneling

Portal funneling is a game mechanic in the Portal series. It automatically corrects the positions of players and objects moving at a high speed towards a portal, so that they go perfectly into the portal rather than potentially hit the rim, much to the player's annoyance. It also appears to sometimes affect trajectory after the object goes through a portal. Note that players must be looking at a portal when funneling into it.
In Portal, funneling can be toggled in the options menu. In Portal 2 it can only be disabled by console command.
==Related console commands and variables==
Portal Light Textures

== Preface ==
This is a list of useful light textures in the Portal. These textures have different tints and use.
== Brush Lights ==
===Light Colors===
Portal White001.jpg|white001Color Value: 250 240 205 100
Portal White002.jpg|white002Color Value: 189 233 247 425
Portal White003.jpg|white003Color Value: 232 246 190 350
Portal White004.jpg|white004Color Value: 170 228 247 425
Portal White005.jpg|white005Color Value: 234 235 220 375
Portal White007.jpg|white007Color Value: 250 240 205 40
Portal White008.jpg|white008Color Value: 221 250 255 30
Portal White009.jpg|white009Color Value: 183 204 218 50
Portal White010.jpg|white010Color Value: 183 204 218 40
orange_001.jpg|light_orange001Color Value: 218 76	26 25 HDR: 218 76 26 15
Light recessedcool002.jpg|light_recessedcool002Color Value: 149 180 200 350 HDR: 149 180 200 200
=== Uses ===
* light_orange001 is used in the Behind the Scenes areas
* light_recessedcool002 is the lights you see on the cut floor and ceiling tiles.
* light_white001 is used for the holes in metal walls.
* light_white008 is used for the light strips in elevators.
* light_white009 is used for observation rooms.
== See also ==
* Portal Level Creation
* Portal Design And Detail
Category:Level Design
Category:Portal
Portal Reloaded

(2021) is a free, community-made mod for . It was released on the 10th anniversary of Portal 2. The mod builds on the concepts of the main game by allowing you to place a third portal, which enables traveling between two different timelines. Thinking in four dimensions is vital to solving the 25 brand new mind- and time-bending puzzles.
Portal 2 must be purchased to own this mod. Installation is not necessary.
Technology-wise, the entirety of this game's unique puzzle element, the time portal, is completed using Vscript. Each level features a mirror version of itself in the opposite quadrant of the x–y axis, which is how the time-portal functionality works and why the time portal is a square; it's essentially a with a particle border.
 
== Features ==
* 25 brand new mind-bending puzzles.
* Fire three different portals.
* Explore two different timelines.
* More than 100 custom voice lines.
* New music.
* Unique puzzle mechanics.
== Contents ==
Portal Reloaded content (reloaded)
Portal 2 content (portal2)
== External links ==
* Portal Reloaded Level Creation
* Portal Reloaded Twitter
* Portal Reloaded YouTube
Portal Sky List

This is a list of skies available in the Steam caches, along with pictures of each skybox. The settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate. To test skies in singleplayer without recompiling the map, bring up the console and enter . Quicksave the game, load it again and the old skybox should be temporarily replaced with the new one.
These skyboxes are available to and mods utilizing its content. Portal also contains all Half-Life 2 skies.
== See also ==
* Sky List
Category:Portal
Category:Skybox
Portal Stories: Mel

is a community made, free modification for Portal 2 based in the Portal universe. It tells the story of Mel, who meets a new personality core and faces an undiscovered threat to the Aperture facility.
==Description==
1952, in the early years of Aperture: Science Innovators, Cave Johnson’s scientists experimented with whatever they wanted. Not everything worked as it should have though, but that wasn't going to get in the way of the progress of Science! Mel unfortunately took part in a faulty test called the Aperture: Science Innovators Short-Term Relaxation Vault, falling asleep for years. When she finally wakes, there is a fake Cave Johnson telling her she needs to escape the facility and a new device called the Aperture Handheld Portal Device, her mind races with questions. “Who is this imposter Cave Johnson?” “What happened to the facility and its staff?”
"What happened to me?"
Main Features
*22 levels, with an estimated gameplay time of ~6-10 hours
*Custom Story with 350 separate in-game voicelines
*Over an hour of custom music with the Free soundtrack included
*Huge amount of custom assets
*27 Steam achievements
*Standalone mod (You do not need installed to play)
*Free to Play (You must own )
*Logic based puzzles, not execution based puzzles
== Media ==
Portal Stories Mel - Screenshot 1.jpg
Portal Stories Mel - Screenshot 2.jpg
Portal Stories Mel - Screenshot 3.jpg
Portal Stories Mel - Screenshot 4.jpg
Portal Stories Mel - Screenshot 5.jpg
Portal Stories Mel - Screenshot 6.jpg
Portal Stories Mel - Screenshot 7.jpg
Portal Stories Mel - Screenshot 8.jpg
==FAQ==
See Steam Store page for more information.
According to a Reddit AMA Thread, the engine is so-very-slightly modified to fix a few bugs.
Category:Prism_Game_Studios_Ltd.
Category:Prism_Game_Studios_Ltd._mods
Portal Stories: Mel Sky List

These skyboxes are available to Portal Stories: Mel and mods utilizing its content.
nightclouds 	nightclouds	nightclouds	nightclouds	nightclouds	nightclouds	nightclouds	nightclouds
sp_a1_garden	? 	? 	? 	? 	? 	? 	0
Category:Portal Stories: Mel
Category:Skybox
Portal Stories: VR

is a standalone, free VR experience set within the Portal universe. You're an unnamed test subject thrown into a virtual reality training course. But unlike other Portal games, you have a portable blue funnel device and an instant teleportation device. So instead of manually placing portals and grabbing objects with the portal gun, you point and teleport to your chosen location and grab objects with the funnel.
==Description==
A brand new mini story set in the Portal Universe. It features 10 brand new puzzles, specifically designed to work using the 360 degrees room scale that SteamVR offers.
Inside Aperture, you'll be able to use the new "Aperture Science Instant Teleportation Device" and the "Aperture Science Apparatus Retrieval Tool" to solve the new tests.
== Media ==
Portal Stories VR - Screenshot 1.jpg
Portal Stories VR - Screenshot 2.jpg
Portal Stories VR - Screenshot 3.jpg
==FAQ==
See Steam Store page for more information.
Category:Prism_Game_Studios_Ltd.
Category:Prism_Game_Studios_Ltd._games
Portal series

Portal is a series of first-person puzzle games about, well, portals. Set in the universe of the , and takes place in Apeture Laboratories.
It consists of the following games:
* ()
* ()
** ()
* ( and )
* ()
Additionally, the following titles are tangentially connected to the Portal franchise:
* (custom "Sketcher Engine")
The following mods and fangames are set in the Portal franchise:
* ()
* ()
* ()
* ()
* (, heavily modified)
Category:Series pages
Portal with RTX

is a unofficial remastered version of developed by Lightspeed Studios, which takes advantage of newer hardware and adds ray tracing, DLSS, PBR textures, new high-poly models and much more, while also demonstrating technology on various game engines such as , allowing users to add ray-tracing, and other shaders, modern rendering features to any supported DX8-DX9 games.
It was released for free on December 8, 2022, for anyone who owns Portal on Steam. The game was developed using the tools, and runs on Direct3D 12 after converting from Vulkan (using DXVK), which converts D3D9 calls and replaces several DirectX 7 level materials with PBR and ray-tracing capable textures.
It is only optimized for system with Nvidia GeForce RTX graphic cards. Users with graphics card (including , which uses like most 9th gen consoles) or Intel Arc graphics card may suffer from performance issues, when trying to run this game even with high-end card.
Portal RTX received mixed reviews at launch due to various reasons like the performance issues affecting some NVIDIA cards (and unplayable on systems with AMD Radeon), and the art-style & lighting seems out of place (which itself was based off Portal 2 instead of Portal 1 which looked more dirty).
Via you can use RTX remix with Half-Life 2 and some other games by loading the map files, a tutorial can be found here. However, this method is highly buggy (as is running Half-Life 2 on Portal regularly), and lacks PBR textures.
== Features ==
; Real-time ray tracing
: In Portal RTX, all lights are ray traced and bounced in real-time.
; Physically Based Rendering
: A approach that creates realistic reactions to light. 
; DirectX 7 materials, Vulkan, Direct3D 12
: Portal RTX runs on , then uses DXVK for DirectX to Vulkan translation while also replacing the game assets, then Direct3D 12 afterward.
== Gallery ==
File:Portal with RTX_-_Screenshot_1.jpg
File:Portal with RTX_-_Screenshot_2.jpg
File:Portal with RTX_-_Screenshot_3.jpg
File:Portal with RTX_-_Screenshot_4.jpg
File:Portal with RTX_-_Screenshot_5.jpg
=== System Requirements ===
Last updated: June 25, 2023
Minimum:	Recommended:	Ultra (optional):
* Processor: Intel i7-6700, AMD Ryzen 5 3600
* Graphics: NVIDIA GeForce RTX 3060
* Memory: 16 GB RAM
* Storage: 25 GB or more, HDD
* OS: Windows 10/11 or later
* Other: Vulkan, DX12, ray-tracing capable GPU requiredDLSS highly recommended for weaker/lower-end GPUs, however, this will result in blurrier image.	
* Processor: Same as Minimum
* Graphics: NVIDIA GeForce RTX 3080
* Memory: 16 GB RAM
* Storage: 25 GB or more, SSD	
* Processor: Intel Core i7-12700K, AMD Ryzen 9 5900
* Graphics: NVIDIA GeForce RTX 4080 or higher
* Memory: 32 GB RAM
* Storage: 25 GB or more, SSD
Category:Portal
Category:RTX Remix
Porting GoldSrc content (maps, models, etc.) to Source/Replacements

== Outdated ==
=== Lines ===
Func Door
Property 	Replacement
"movesnd" "0" 	"noise1" "common/null.wav"
"movesnd" "1" 	"noise1" "doors/doormove1.wav"
"movesnd" "2" 	"noise1" "doors/doormove2.wav"
"movesnd" "3" 	"noise1" "doors/doormove3.wav"
"movesnd" "4" 	"noise1" "doors/doormove4.wav"
"movesnd" "5" 	"noise1" "doors/doormove5.wav"
"movesnd" "6" 	"noise1" "doors/doormove6.wav"
"movesnd" "7" 	"noise1" "doors/doormove7.wav"
"movesnd" "8" 	"noise1" "doors/doormove8.wav"
"movesnd" "9" 	"noise1" "doors/doormove9.wav"
"movesnd" "10"	"noise1" "doors/doormove10.wav"
"stopsnd" "0" 	"noise2" "common/null.wav"
"stopsnd" "1" 	"noise2" "doors/doorstop1.wav"
"stopsnd" "2" 	"noise2" "doors/doorstop2.wav"
"stopsnd" "3" 	"noise2" "doors/doorstop3.wav"
"stopsnd" "4" 	"noise2" "doors/doorstop4.wav"
"stopsnd" "5" 	"noise2" "doors/doorstop5.wav"
"stopsnd" "6" 	"noise2" "doors/doorstop6.wav"
"stopsnd" "7" 	"noise2" "doors/doorstop7.wav"
"stopsnd" "8" 	"noise2" "doors/doorstop8.wav"
Func_plat
Property 	Replacement
"movesnd" "0" 	"noise1" "common/null.wav"
"movesnd" "1" 	"noise1" "plats/bigmove1.wav"
"movesnd" "2" 	"noise1" "plats/bigmove2.wav"
"movesnd" "3" 	"noise1" "plats/elevmove1.wav"
"movesnd" "4" 	"noise1" "plats/elevmove2.wav"
"movesnd" "5" 	"noise1" "plats/elevmove3.wav"
"movesnd" "6" 	"noise1" "plats/freightmove1.wav"
"movesnd" "7" 	"noise1" "plats/freightmove2.wav"
"movesnd" "8" 	"noise1" "plats/heavymove1.wav"
"movesnd" "9" 	"noise1" "plats/rackmove1.wav"
"movesnd" "10"	"noise1" "plats/railmove1.wav"
"movesnd" "11"	"noise1" "plats/squeekmove1.wav"
"movesnd" "12"	"noise1" "plats/talkmove1.wav"
"movesnd" "13"	"noise1" "plats/talkmove2.wav"
"stopsnd" "0" 	"noise2" "common/null.wav"
"stopsnd" "1" 	"noise2" "plats/bigstop1.wav"
"stopsnd" "2" 	"noise2" "plats/bigstop2.wav"
"stopsnd" "3" 	"noise2" "plats/freightstop1.wav"
"stopsnd" "4" 	"noise2" "plats/heavystop2.wav"
"stopsnd" "5" 	"noise2" "plats/rackstop1.wav"
"stopsnd" "6" 	"noise2" "plats/railstop1.wav"
"stopsnd" "7" 	"noise2" "plats/squeekstop1.wav"
"stopsnd" "8" 	"noise2" "plats/talkstop1.wav"
== ==
Porting GoldSrc content (maps, models, etc.) to Source/Ricochet Maps (Archive)

__NOTOC__
== 1st ==
Before we can work on porting over the maps, we must first download a set of tools.
# WinBSPC
# 
# //
We will use WinBSPC to decompile the original .bsp into a .rmf, which we will then import into Source SDK. There will be plenty of broken geometry, but it's good as we can now accuratley rebuild the map. The .rmf is simply for viewport reference.
 will be a great tool for viewing the entities that were in the map. It will give us detailed information to entity names. It will also help us set the height and speed of the jumpers.
Hammer will be used solely for eliminating brush errors in the .map and saving as .rmf
== 2nd ==
After setting up our tools, we will now open WinBSPC. The program has been poorly translated into a different language, but none of the options really matter for us.
G2s-rico1.jpg
Open the .bsp you wish to decompile and select the .map and hit ok.
G2s-rico2.jpg
It will then ask if you want the output folder to be the same, just say yes. Now we have our .map file.
==3rd==
Next, we are going to open up Hammer Editor for GoldSrc (not SDK). You don't need any game configs set up, just simply open the .map file and click save as .rmf, and that's it.
G2s-rico3.jpg
G2s-rico4.jpg
==4th==
Now we are going to import the .rmf into Source SDK. This is a simple process. Start Source SDK, go to Ricochet: Source, and run Hammer Editor. Now go to File → Import. Browse for your .rmf and click ok. The map should now be loaded inside Hammer. Go ahead and save it as a .vmf in your mapsrc folder.
==5th==
Open up . This program will allow us to view the original entity values for the ones in our map. Most of the time these values will carry over to source, but sometimes they don't. Use this program to view your entity values for end jump location and jump arc height.
G2s-rico5.jpg
Now you must replace all the brushes with new ones along with everything else. This process allows you to use the map as an exact reference for a replica build. Before compiling, make sure you delete some of the unneeded entities like gameinfo and stuff like that. Also check for errors and fix all of them, as there will be many, but are easy to fix.
Porting GoldSrc maps to Source

Any GoldSrc mapper looking to start working with Source has given thought to porting over their existing work. Generally the easy way to do this is to load the .RMF into the new Hammer and update the textures and entities. If that isn't available, this tutorial shows how to port a map from a decompile.
==Tools==
Many tools exist for the purpose of decompilation and porting, but the ones we're looking at are called Half-Life Unified SDK Map Decomplier (decompile) and MapFool (update). Be sure all the WADs needed for the map are handy.
==Decompilation==
Run first configuring it whatever you want but here, we just gonna leaving it default. Then select the Output Directory, something like for example (create one if it doesn't exist). After that, go to File > Convert, select the .bsp file, then it will automatically converting it to .map.
 
None of the textures will exist in the map, so you'll have to use MapFool to update their location. Load your map into MapFool and load the WADs (from File > Options...) and .map into it. After loading all the WADs, point MapFool towards the location of your copy of Vtex and where you want it to dump all your textures.
Using "Upgrade Obsolete Entities" from the Tools menu, change any obsolete or deprecated entities to their Source counterparts (func_illusionary turns into func_brush entities with the solidity turned off, for example).
==Porting textures==
Export all the textures in the WADs to TGA. Navigate to it and turn them into materials using Vtex. Some textures can't be converted right away because Source requires all textures to be in powers of two. Any irregularly sized textures will need to be resized in an image editor before recompilation.
Assuming everything was put in its proper place, you should have an almost perfect replica of your favorite HL1 map. Don't compile right off the bat, however. The way BSP2Map works is that, instead of creating one solid, it creates six very thin solids. This almost certainly will lead to broken solids and going way over VBSP's compile limit.
You'll have to fix all of this yourself, fortunately. Half-Life 2 BSPs solve the problem by saving the original solids in the map, so it's simply a matter of extracting them.
==See also==
*Porting GoldSrc content (maps, models, etc.) to Source
==External links==
*Dodbits' tutorial on porting maps
Category:GoldSrc
Category:Source
Porting Source content to GoldSrc

== Porting Maps ==
In order to make source maps work in Goldsrc, you first need to convert the VMF format, for example, into the RMF/Map format for compilation.
Category:Modding
Category:Level Design
Category:Programming
Category:Scripting
Category:Modeling
Category:Material System
Category:Sound System
Category:Particle System
Category:AI
Category:Choreography
Category:Source Filmmaker
Category:Tutorials
Category:Technical
Category:IO System
Category:Glossary
Category:Source
Category:GoldSrc
Category:Level Design FAQ
Category:Source SDK FAQ