folders of your folder, according to what type of asset they are. Remember that everything must be in the materials, models, etc. With this knowledge in mind, you can now throw your assets into a folder anywhere on your computer, and mount them into portal 2, provided you maintain the same file structure as portal 2 itself does. folder because the game will always use whatever the first version of an asset is that it finds. folder, meaning that they will override anything in the main |gameinfo_path|. However, there is another trick that portal 2 does here:ĪLL Portal 2 dlc folders all the way up to roughly number 16 (portal2_dlc16) are also mounted on top of the |gameinfo_path|.
In this guide, You’ll be learning how to create this setup for yourself.
Missing or improperly packaged content in workshop maps (random fullbright wooden textures or errors).Properly building cubemap relfection in your maps (engine error often causes headaches).I have created a map development pipeline that not only helps me use these assets, but also resolves quite a few problems that other development pipelines in Portal 2 have failed to resolve, including: This is knowledge I have figured out through painstaking trial and error over the long course of the development of my mod, “Portal: Forever Testing,” Which uses a huge amount of custom assets, both built from scratch and imported from other source engine games. In this guide, I will be teaching you nearly everything I know about using custom assets in Portal 2, for your maps and mods.