Splatterhouse (2010)/Other Unused Graphics and Objects

Unused Breakable Objects
Each section is broken up by the level group they appear in, and listed here by the folder name.

Unused Effects
Each section will be broken down into the individual folders that hold the effect model files.

Bloodexplosions

 * blood_explosion_spleck-Broken shaders, appears as a large blood burst
 * blood_mist-Small burst of dark red mist on the floor
 * blood_mist_autostop-Similar to the above, stops quickly
 * blood_web_explode-Large bloody explosion, blood flying liberally
 * saliva_explosion_spleck-Large reddish-black splash

Bloodparticle

 * air_blood_camerasplat_alt-White spots, either spit or blood with a bad shader, that were to attach to the screen.
 * air_blood_stream
 * air_blood_velocity-Radial blood spurt, bad shader.
 * air_blood_viscous-Bloodsmear, flat and builds up similar to a spray hitting the camera.
 * air_blood_viscous_now-Similar to previous, but starts at full volume. Possibly for wall splatters early on?
 * air_guts_camerasplat_alt-Small bit of brain or intestine, meant to hit the screen and be attached to the camera.
 * air_necrored_master-Thin red mist sprayed outward.

Bloodvelocitydirectional

 * blood_bloblglob
 * blood_heartbeat
 * blood_heartbeat_splech
 * blood_hose
 * blood_hose_autostop
 * blood_splashback
 * blood_velocity
 * blood_velocity_glob
 * blood_web_highvelocity-Steady small burst of blood.

Breakables

 * vent_and_frame

Carnivalspark

 * carnivalspark_fast_loop

Combat

 * coronaflare

Demon_zombie
Seemingly intended for the red glowing zombies, which are referred to internally as "demonfire zombies"
 * vfx_demon_zombie_fire_grab: Thick white smoke plume.
 * vfx_demon_zombie_fire_head: Thick black smoke plume.

Glowfx

 * ascendinglight: Red lights radiate from the ground pointing in different directions. Actually referenced by the Aggressor (and seen in trailers), but the triggers for it were commented out when the character was partially redesigned.
 * ascendinglight_loop: Same as above, but designed to loop persistently.
 * circular_flat: Light burst from the ground as if through cracks.
 * regen_sparkles - Yellow sparkles come up from the surrounding area.

lvl1_manor_interior\icons

 * bencha_ico: Small brown block shape.
 * blacktable_ico: Small brown block shape. Unlike bencha_ico, follows the camera whereever you turn.
 * pinkchair_icon: Small brown recliner-shaped block.

Magicfx

 * shield_groundfx: Red fx that covers the entire ground. Originally intended for the Aegis?

Pusdecal

 * dcl_pus_quickheavyspill
 * dcl_pus_quickheavyspill2

Pusparticle

 * air_pus_splashback
 * pus_bleed
 * pus_explosion

Vaporfx

 * acid_vapor
 * ash
 * blackvapor_disappear
 * cloudsmoke
 * healing_vapor
 * healing_vapor_multi
 * lowfog
 * mist_blue_large
 * mist_interior
 * necroeyes
 * necroeyes_pulsing
 * particulates
 * particulates
 * particulates_hot
 * poltervapor
 * sewermist
 * sewermist_repeating_carnival
 * steam_column_constant
 * steam_vertical_thick
 * steamburst_vent
 * steamleak_wide_dense
 * steamleak_wide_icy
 * windblownash
 * windblownash_grainy
 * windblownash_grainy_alternateloop

Wetfx

 * splash_constant

Wickerman_circle

 * wickerman_circle: Green energy waves radiating from the center.
 * wickerman_circle_noanim: Same as above but static.
 * wickerman_circle_sm: Smaller version of the first.
 * wickerman_circle_sm_noanim: Same as above but static.

Wickerman_Flame

 * burning_windblown_trash: Bits of burning paper flying around.
 * decal_necro: A green strip that disappears quickly.
 * exp: Red flame burst going upward.
 * exp_flame_blue: Blue flame burst going upward.
 * exp_flame_glow: Red flame that radiates outward with glowing yellow sparks.
 * exp_flame_green: Green flame burst going upward.
 * exp_rays: Does nothing?
 * flame_claws: Yellow smoke radiates outwards.
 * glower: A small blue flame.
 * wickerman_chest_rays: Green glow radiating outward.
 * wickerman_smoke: Black smoke plume radiating outward.
 * wm_bonfire: Flames rising upward with sparks falling off of them.
 * wm_energywave_sphere: Large green spherical blasts.
 * wm_exp_landing: Green fast explosion with ground debris.
 * wm_falldust: Grey dust fills the screen while debris shoots up from the ground, then falls back down.
 * wm_heavypunch: Green double burst.
 * wm_hit_ready_indicator: Black smoke traveling upward.
 * wm_hit_sphere: Black smoke burst in a dome shape.
 * wm_spilling_nec_lg: Green 'necro' goo pours out from the target area.
 * wm_spilling_nec_sm: Same as above, but smaller jet.
 * wm_surefirespike: Black smoke and white sparkles sucked inwards.

Wickerman_Splinters

 * wickerman_splinters: small wooden splinters rain from the effect's location.
 * wickerman_splinters_large: larger splinters

Wickerman_Stomp

 * wickerman_stomp: Massive red explosion with stone debris smoke persisting afterwards.
 * wickerman_stomp_fast: Faster version of the above.

Wormguardian

 * vfx_wormguardian_death: Transparent red burst followed by smaller red spurts. Despite its name, the worm guardian never calls this file.