Portal
Portal |
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Developer: Valve
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To do: There's more stuff on various Wikis: Valve Developer Community, The Portal Wiki, and maybe the Combine OverWiki or Half-Life Wiki.
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Hello, and again, welcome to the TCRF wiki article pertaining to unused assets within the computer entertainment software known as "Portal". We hope your brief detention in the relaxation vault has been a pleasant one. Your specimen has been processed and we are now ready to begin the article proper. Before we start, however, keep in mind that although fun and learning are the primary goals of TCRF activities, serious injuries may occur.
Contents
Sub-Pages
Development Info |
Bugs |
Unused Textures
BLU Briefcase
Present in materials/models/flag is the Team Fortress 2 BLU briefcase texture, apparently misplaced here.
fixed_portal_border
The early fixed portal border texture, seen in many pre-release screenshots and still works in the leaked developer test map (devtest.bsp) if the map is loaded into the final game. It also is hidden in Portal 2's files as it can be seen it's own leaked devtest.bsp. It remains in the game's files in the portal/materials/signage/ directory.
This texture was made into the model that's seen in Portal 2.
Red Portal
A red-colored portal, present in portal/materials/models/portals/portal-red-color.vtf. This is the color the orange portal had during development, and if you turn on the closed captions the message "Red Portal Open" will appear whenever you shoot an orange one. This misnaming is present in all languages.
To enable it in-game (replacing the orange portal), modify portal/materials/models/portals/portalstaticoverlay_2.vmt to read $PortalColorTexture models/portals/portal-red-color instead of $PortalColorTexture models/portals/portal-orange-color, although the particles around the portal will stay orange.
Alternate Portal Particles
To do: Add an image of this in action. |
Present in the game's particle files are a different particle system for portals that was never used in-game. It can be enabled by running the game with the -tools argument.
"Sparta" Sign
This odd texture is present in portal/materials/models/props_facemovie/wet_floor_sign, without a matching model in the game's files. Files used in the "props_facemovie" folder were originally intended to feature in a Source Filmmaker video, and a matching model for the sign can be found in the Source Filmmaker files, albeit with a plain texture.
White Phone
There is an unused skingroup texture of Aperture Science's emergency phone prop, colored white.
v_portalgun2
Present in the portal/materials/models/weapons/v_models/v_portalgun/ directory is a texture for a much earlier Portal Gun, as seen in this video.
Unused Map Textures
A couple of concrete and plastic textures that were never used.
This texture, in portal/materials/nature, apparently would have appeared as the surface of toxic slime, as seen from below. The material simply reuses the top texture for both sides.
Overlays
A few overlays, a poster and a couple of oil stains, also never got used. stain_oil_06.vtf lacks an alpha channel.
Skyboxes
An odd skybox showing metal test chamber walls with glowing orange holes.
Another odd skybox showing the first Xen map from Half-Life. The map escape_01.bsp
is in fact set to use this, but the map doesn't contain any skybox brushes, so it is never rendered. However, as shown in the uncompiled map file's _steaming_refuse visgroup, an early ending would reveal that Chell was to be in Xen after she defeated GLaDOS.
Unseen Portal Gun Viewmodel Hand
In the actual Portal Gun's viewmodel, there's a non-animated hand without textures. Unfortunately, Chell's hand texture's UV mapping does not match the VTF, so the texture doesn't align with her arm properly. This appears to be a bug, since the Xbox 360 versions show the hand with textures. This can be seen briefly if you move your camera fast enough.
Unused Dialogue
GLaDOS
To do: There's more unused audio for GLaDOS than just this one; extract them and upload them here. |
Listen | Sound Summary |
---|---|
Present as portal/sound/vo/aperture_ai/file_deleted.wav. It is simply GLaDOS saying "File Deleted". |
Turrets
Listen | Sound Summary |
---|---|
Unused line for when the player is spotted by a Turret. | |
Unused line for when a Turret is searching for the player. | |
Unused line for when a Turret is shooting at the player. | |
Unused lines for when the player knocks down a Turret. | |
Unused lines for when the player picks up a Turret. | |
Unused Sounds
Listen | Sound Summary |
---|---|
Unused fluorescent hum variant. | |
Unused ticking sound for a clock that was using in the Prospekt Era. |
Tim Larkin
If you noclip to the end sequence, you will find a radio NPC named Tim Larkin. Larkin created the ending cinematic music/sound, and this NPC controls the playing of those sounds. It was named after him in his honor. Apparently, Tim didn't know about this!
Unused ASCII Art
Various pieces of ASCII art go unused in the credits.txt and, by proxy, in the ending credits' ASCII art section.
RADIO
;= /= ;= /= ;= /= ;= /= ,--==-:$; ,/$@#######@X+- ./@###############X= /M#####X+/;;;;+H#####$. %####M/;+H@XX@@%;;@####@, +####H=+##$,--,=M#X-%####@. -####X,X@HHXH##MXHXXH-+####$ X###@.X/$M$:####$=@X/X,X####- .####:+$:##@:####$:##H/X=####% -%%$%,+==%$+-$+:$;-$$%-+,/$%%+ -/+%%X$XX$$$$$$$%$$$%$X$X$%+/-
COMPANION_CUBE
+@##########M/ :@#########@/ ##############$;H#######@;+############# ###############M######################## ##############X,-/++/+%+/,%############# ############M$: -X############ ##########H;. ,--. =X########## :X######M; -$H@M##MH%: :H#######@ =%#M+=, ,+@#######M###H: -=/M#% %M##@+ .X##$, ./+- ./###; +M##% %####M. /###= @##M. X###% %####M. ;M##H:. =$###X. $###% %####@. /####M$-./@#####: %###% %H#M/, /H###########@: ./M#% ;$H##@@H: .;$HM#MMMH$;, ./H@M##M$= X#########%. ..,,. .;@######### ###########H+:. ./@########### ##############/ ./%%%%+/.-M############# ##############H$@#######@@############## ##############X%########M$M############# +M##########H: .$##########X=
LIGHTBULB
,=;%$%%$X%%%%;/%%%%;=, ,/$$+:- -:+$$/, :X$= =$X: ;M%. .%M; +#/ /#+ ## M# H#, =;+/;, ,#X .HM- :@X+%H: .%M%- .M#. -M@. /#%. @#- ,H@--MH, .;@$- .%#+ .$M; .+@X;, MM#@:/$X;. ;M$, =@H, ,:+%H#M%;- ,H@= .$#; -#H =#$ %#; #M ;#% H#- ## -#H ;#+ ## +#; ;H+;;;;;;HH;;;;;;+H/ =H#@HHHHHHHHHH@#H= =@#H%%%%%%%$HH@#@= =@#X%%%%%%%$M###@= =+%XHHX%+=
MECH_ARM
X MM X X MM X X MM X X MM X + HX + ,=$$XX%/- =X#########@%- ;##############= -###############M, ;##@@@######M@###= .+:;+:=H##$=:/:;H. - +###- ## :###,,; +@:/%;-H##H==/::H; /#@/-=+$$%::+H#$ $#%-, ,.:##- -@/ =X%. %H= -$; =HH, .%M; /MM/ :@M/. .:XX, -$H:.
PERSONALITY_SPHERE
.-+$H###MM@MMMMM##@$+-,. .... -@$+%$+%HX+--.. . . .,:X$/+/++$#: -#MXH$= $HXH#: .--,:#+ ,+$HMX =@@X%, . .X#:,,, =#@$H :####H =####;,M%$#X X###$ $####X =####H %###X ;###X /###@$: ,+HM##H.+###; :###;,X##%=;%H@H$;-;M#@-;###/ ,M##;.@##;-H#######M=.M##-:###- ;##M ;##X @###H-=@###.;##X H##; ;##M./##X.@###H:/M###-=##X X##; -###;,M##:,@########+-H##; @##- %##M==@##%==%HMH%::/M##+.X##+ %###/./###X+: -+$M##M=,X##+ X###X X####H +#####% @##H :###H %####H +#####; X##; /#$. -HM##H /###@+. +#$. . /HX%$X: .,-, .-,. =XX$H@- /#H+/+%+/+;=. .=/%;;/;;+#+ .. .,-:XM#MM@@@@@@H@@M#@+=,. ,,
Unused Subtitles
To do: Add the alternate-language subtitles. |
A few unused subtitles can be found in the closed captions files. They are translated into different languages. The scripts/npc_sounds_aperture_ai.txt
labels them as BONUS REWARD SOUNDS
, and reveals they were to be spoken by GLaDOS. Some of these correspond to lines which were garbled or cut-off in the final game, while others are for lines that go unused or are only present in the leak.
Name | Subtitle | Corresponding Audio |
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portal.bonus04_2 | "[Warping Effects] Fling! Fling! Fling! Fling! Fling!" | (Garbled, only in leak) |
portal.bonus02_2 | "Before, when I told you it was your last chance, that wasn't completely true. This is your real last chance. Now, STOP what you're doing!" | (Only in leak) |
portal.bonus05_2 | "Enrichment Center regulations require both hands to be empty before any cake can be served." | (Cut off) |
portal.bonus04_1 | "Get ready to fling yourself. Fling into space." | (Garbled) |
portal.bonus01_3 | "I know you don't believe this, but everything that has happened so far was for your benefit." | |
portal.bonus06_3 | "I'm checking some blue prints and I think... yes, right here! You're definitely going the WRONG way!" | |
portal.bonus03_2 | "Most importantly under no circumstances should you remove the device from the testing area." | (Cut off) |
portal.bonus01_2 | "There really was a cake." | (Unused) |
portal.bonus03_1 | "To reiterate our previous warning, this test requires a mastery of the principles of portal momentum." | (Garbled) |
portal.bonus02_1 | "Very Impressive! Be warned, however, that complacency can result in failure." | (Cut off, only in leak) |
portal.bonus05_1 | "We are pleased with your success." | |
portal.bonus01_1 | "Well done. Remember that we are pleased you could join us for testing." | (Cut off, partially reversed, only in leak) |
portal.bonus06_1 | "You need to make a LEFT at the next junction." | |
portal.bonus06_2 | "You need to make a RIGHT at the next junction." |
Half-Life 2 Leftovers
There is a folder titled "hl2" filled with Half-Life 2 assets, mostly there due to reusing some assets and possibly not bothering to clean out irrelevant data.
Half-Life 2 Weapons
Open the console and then type 'sv_cheats 1' then type 'impulse 101'. This will spawn all of Half-Life 2's weapons and are fully functional. The 'impulse 101' command is straight from Half-Life 2 and was also featured in Half-Life 1 (Goldsrc or Source) and in it's expansions. It gives the player a HEV Suit and every weapon in the game. The Dual-Portal Gun is also featured (Whether the player has it or not). The HEV Suit and Half-Life 2 GUI works perfectly fine. Note that it also features the flashlight HUD from Half-Life 2: Episode Two although it and the flashligh doesn't work. The crosshair remains static instead of measuring the player's health and ammo.
Half-Life 2-Style Testing Equipment
The prefabs included in the Source SDK Episode One tools with the folder "prefabs" (having three folders inside, one of which is for Portal) feature old versions of map elements in Half-Life 2 style. Portal used Half-Life 2 assets in the early stages of development as placeholders.
Platform Differences
The PS3 and Xbox 360 versions of Portal are missing content from the Portal 2 ARG, such as the Transmission Recieved achievement and the extended ending.
The Portal series
| |
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Windows, Mac OS X, Linux | Portal • Portal 2 • Aperture Desk Job |
Nintendo Switch, PlayStation 3 | Portal 2 |
Related | |
Windows, Mac OS X, Linux | Ricochet • Tag: The Power of Paint • Aperture Tag: The Paint Gun Testing Initiative • Portal Stories: Mel |
See Also | |
Half-Life |
- Pages missing developer references
- Games developed by Valve
- Pages missing publisher references
- Games published by Valve
- Windows games
- Mac OS X games
- Linux games
- Pages missing date references
- Games released in 2007
- Games with hidden developer credits
- Games with unused graphics
- Games with unused models
- Games with unused sounds
- Games with unused text
- To do
- Portal series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Valve
Games > Games by platform > Linux games
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Valve
Games > Games by release date > Games released in 2007
Games > Games by series > Portal series