
For example, to edit the animals texture found in the coop calibration course you would first find the VTF file for the animal texture in the pak01_dir VPK found in the portal2 directory using GCFScape. I find that if you want to override textures or models, you should only put the asset that you want to override into the folder, and its directories too. To make vpks you must take your folder with the assets inside, and then drag it to the vpk.exe inside C:\Program Files(x86)\Steam\steamapps\common\Portal 2\bin.

To override, they must be put into a VPK. Putting custom loading screens, GUIs, playermodels, portal gun models and all those things into a mod is a matter of overriding Portal 2's original assets. Assets can exist outside of a vpk if they do not override already existing ones.

Luckily, Source does this automatically when starting the mod, so all we need to do is start it through Steam.Īdding assets like materials, models, sounds, scripts, resources, videos and others is the core purpose of mods. The next step is to create the asset directory and other necessary files. ToolsAppId 211 // The toolsappid of the Source SdkĪfter that, restart Steam and it will be listed in the Steam library. SteamAppId 620 // The steamappid of Portal 2 Icon "resource/icon" // Path to the icon (displayed in steam and, window and task bar) Game "Portal 2 Modding Guide" // The name of your mod (will be displayed in steam) Copy and paste this template into the gameinfo.txt: Put a file in there and call it gameinfo.txt. In the sourcemods directory, create a new folder with the name of the mod that is being created. There should be a folder called sourcemods. (Usually located at C:\Program Files(x86)\Steam\steamapps).

To create the Sourcemod, navigate to the steamapps directory. Portal 2 Authoring Tools Creating The Mod
