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Portal

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Title Screen

Portal

Developer: Valve
Publisher: Valve
Platforms: Windows, Mac OS X, Linux
Released internationally: October 10, 2007


CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


Hmmm...
To do:
There's more stuff on various Wikis: Valve Developer Community, The Portal Wiki, and maybe the Combine OverWiki or Half-Life Wiki.
  • Unused level/portions.
  • There's a source code leak, which may or may not be of a prototype.
  • Revisional differences (first version: Windows Orange Box; last version: latest Steam update (Win, Mac, or Linux) or Android port.
  • Internal comment node names.

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.

Unused Textures

BLU Briefcase

Portal-briefcase blue.png

Present in materials/models/flag is the Team Fortress 2 BLU briefcase texture, apparently misplaced here.

fixed_portal_border

Portalgame fixed portal border.png

The early fixed portal border texture, seen in many pre-release screenshots, remains in the game's files in the portal/materials/signage/ directory.
This texture was made into a model in Portal 2.

Red Portal

How the red portal looks in-game via modding.

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

Hmmm...
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

Ye olde rustic charm.

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 never got used.

Portal Hazard liquid beneath.png

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.

Unseen Portal Gun Viewmodel Hand

Portalgun viewmodel arm.jpg

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 meaning the texture does not align with her arm.

Unused Dialogue

GLaDOS

Hmmm...
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.

Tim Larkin

Portal Tim Larkin.png

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

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MECH_ARM

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Unused 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
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."
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-Style Testing Equipment

The prefabs included in the Source SDK Episode One tools with the folder "prefabs" (having three folders inside, one 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.