the cutting room mirror

Textures

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This is a sub-page of Development:Portal.

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  • There should be more textures to upload

There's a surprising amount of leaked textures throughout Portal's development. These textures were originally in the game's files, but were soon cut and removed later in development.

Chapter Thumbnails#

2005 Thumbnails#

Located in materials\vgui\chapters\xbox\demo, are three chapter thumbnails for Test Chambers 00, 04 and 08 in the Nova Prospekt art-style that was used during the game's development during 2005 and early-mid 2006. Judging by their location, these were likely intended for the chapter select for an Xbox demo of some kind.

2006 Thumbnails#

From the asset leak, are the complete set of chapter thumbnails from 2006 of every Test Chamber, with 12 of them instead of 11 like in the final game (with Test Chamber 11 getting a chapter, which it didn't in the final game, pushing Test Chamber 19 to Chapter 12 instead of 11). They look quite close the to final game but do have some key differences in art-style, due to it being not yet finalized during this point in development and also some minor differences in camera angles. They are stored in the same location as they are in the final game (materials\vgui\chapters). The white borders are not visible in-game and are how chapter select images usually look in other Source engine games.

Crosshair#

Throughout a majority of Portal's development, the crosshair featured an appearance similar to one seen in Half-Life 2, though in the portal color scheme, that is very detailed when it comes to firing portals. The left-most and right-most parts of the crosshair would go up depending on which portal was fired. It also measured how long it would take for one portal to fire and give a cool-down animation as the portal was firing and when it opened (signified when the left-most and right-most parts of the crosshair would go down and up respectively), indicating a new one can be fired. This was changed to the much more simpler final design in the very end of 2007, around just before the game was finished.

Late 2005 - E3 2007

Late 2007 - Final Game

Test Chamber Textures#

concrete/concrete_modular_wall002.vtf

A Test Chamber wall texture that was cut from the final game. This texture was heavily used in maps from the end of 2006. It looks like a standard wall texture but with a faint mark on it that possibly resembles a hand or something.

concrete/concrete_modular_wall001I.vtf

Another Test Chamber wall texture that was also cut from the final game. This texture was only barely used in maps from the end of 2006.

Behind The Scenes Areas Textures#

concrete/concretewall_bts_002a.vtf

A wall texture meant for the early version of the 'behind the scenes' areas of Aperture Science, used in maps from 2006 as well.

metal/metalwall_bts_002b.vtf

Another Behind The Scenes wall texture, a BTS style metal wall texture with a light gradient on top, similar to the one that is used in the final game but the light is white instead of orange. This texture was somewhat used in a few areas near white light sources in some of the developmental maps.

Decals#

p1_2005_diagram.png Decal_equations.png Decal_graph.png

decals/decals_drawing, decals/decals_equation and decals/decal_graph resemble tattered paper and were unique assets to the game when it had a Half-Life 2 aesthetic that would later be cut. All three were referenced in early development map zoo_lab as every asset featured has a text box in front of detail the file location. Seen in intro_lvl1, zoo_lab and potentially other maps from development.

Early Test Chamber Signs#

Some signs made for Test Chambers in the first year of Portal's development in 2005 that were likely used in the Test Chambers from that point in time and in areas in the lab_lvl3a map.

decals/decal_common_room.vtf

A sign for a common room that appears in lab_lvl3a but was positioned too far into the wall it was placed on, making it hidden.

decals/decal_go_back.vtf

A sign telling the player to go back.

decals/decal_go_back.vtf

A sign for an office wing that appears in lab_lvl3a.

decals/decal_observation.vtf

A sign outside of the observation wing in lab_lvl3a.

p1_2005_orange_arrow_down.png p1_2005_orange_arrow_up.png p1_2005_orange_arrow_left.png p1_2005_orange_arrow_right.png

Arrows in several directions.

decals/decal_secure_offices.vtf

Another offices sign that would have likely appeared in one of the escape areas.

Portal-decal_box_dispenser.png p1_2005_stickman_caution_box.png p1_2005_stickman_rm4_001.png p1_2005_stickman_rm4_002.png p1_2005_stickman_rm5_001.png p1_2005_stickman_rm5_002.png p1_2005_stickman_rm5a_001.png p1_2005_stickman_rm5a_002.png

Several test chamber signs that would have appeared in the 2005 versions of the Test Chambers.

decals/decal_to_surface.vtf

A sign used at the exit in lab_lvl3a.

decals/decal_utility_closet.vtf

A utility closet sign in lab_lvl3a.