![playstation 3 portal and portal 2 playstation 3 portal and portal 2](https://www.newgamenetwork.com/images/uploads/gallery/Portal2/portal2_01.jpg)
- #Playstation 3 portal and portal 2 how to#
- #Playstation 3 portal and portal 2 full#
- #Playstation 3 portal and portal 2 mods#
- #Playstation 3 portal and portal 2 Pc#
I don't think there will ever be a way to compile our own, nor will we be able to decompile anything useful from these files that we don't already know. (erased all, added all back, "remove" all, etc, no change) This file also seems to relate to MP only, as it only appears in MP Source Engine games (specifically Orangebox based MP games like TF2, L4D, CSGO etc).Įditing this file may not have any affect on the game whatsoever. It whitelists files/folders to be loaded into the game engine, but also acts as a blacklist for items that are designed to be excluded. This file is supposed to be loaded on each launch of the game, and is self explanatory.
![playstation 3 portal and portal 2 playstation 3 portal and portal 2](https://www.newgamenetwork.com/images/uploads/gallery/Portal2/portal2_15.jpg)
This is still a bit of a mystery, but I believe it was introduced with CS:GO and contains locations of directories to (scan?) for unused content, and which ones to ignore.
#Playstation 3 portal and portal 2 Pc#
Might be leftovers from a PC build of the game, but could also point to an internal emulated PS3 build that is run on Valve PC's through Steam using the PS3 SDK (speculating here). This file might be used in the compile process, but from memory, it's as old as HL1/GoldSrc and relates to MP statistics.
![playstation 3 portal and portal 2 playstation 3 portal and portal 2](https://i.ebayimg.com/images/g/vGkAAOSwgKpZrPSv/s-l400.jpg)
Rudimentary splitscreen settings, like FOV and aspect ratio.Įmpty file leftover from a much older version of the Source engine. This is where max players and "modes" are set for what mode the map supports (only known 'mode' is "coop" "1") Can be edited, but all players in the server will need the same copies of each modified file for it to have any affect. This is the default progression of maps used in multiplayer/coop. A PS3 supported SDK is not known to exist, therefore these files are virtually useless to us or the final build of the game. This file is used when building reslists for the game from the buildreslists.bat file in the SDK. Makereslists.txt and makereslists_xbox.txt There is no known decryption method for this file. $interiorcolor Which is taken from Line 292-295 of A lot of the values appear to come from VMT material config files, such as This is an encrypted Key Values file that contains a table/pool of values relating to specific files per level. Gameinfo.xtx is the Xbox format version of this same file (unencrypted). I'm sure there is a separate compile project in VS that Valve use for PS3 compared to Xbox360, but a lot of the file formats are shared between the two, and it appears Valve managed to find shortcuts and the most efficient way to port the game to PS3 was to port the Xbox360 version instead of writing a whole new port for PS3 individually. This indicates (to us, and the Source engine) that the game binaries are built for Xbox360. The interesting part of this file, is the parameter "SupportsXbox360". This tells the Source engine which content folders to prime for the game's launch, and other things like the drop down box in Source SDK, and Steam's library entries, etc. This file is directly copied from the PC game. Let's go through some interesting things:
#Playstation 3 portal and portal 2 mods#
You should already be familiar with that, otherwise, what are you even doing here? Go learn to make mods for the PC versions, and then come back to this at a later date.
#Playstation 3 portal and portal 2 how to#
I won't go heavily into how to mod the Source engine. Now you will see a familiar set of files and folders They can also be safely extracted to the same folder, as they don't contain any duplicates except for _preload_section.pre which is most likely an encrypted table of preload file locations (possibly akin to PC Source's 'reslist' functionality). Once you have done this, you will need to then extract the contents of the game archives.Įxtract, and using something like 7zip. Do Valve a favor and go and buy them, they're great games, totally worth having in your collection, and is the only way to ensure you have the original files. We'll start by Extracting the contents of the disc. It is possible to replace sounds, but textures, models and maps are where the real challenge lies. What can we mod? Lots, actually, but as I said before, there are certain things that are just not possible, so whatever your mod idea is, it needs to be based on what is already available.
#Playstation 3 portal and portal 2 full#
There are some minor mods you can do that extend the gameplay and can enhance the fun, but porting full blown mods, or any kind of mod that uses its own Client and Server DLLs is completely out of the question, even with access to the illegal SDKs, so don't even ask. Let's start by saying, the dream of running proper Source Engine mods on PS3 is still that, a dream. I have many years experience modding the Source Engine on PC, and am applying that knowledge here, explaining everything I can along the way. I wanted to share a few things I've come across while researching and tinkering with how to mod Portal 2/The OrangeBox on PS3.