Team Fortress 2/Unused Textures

There's quite a few unused textures in here!

RED MvM Robot Textures
The "Mann Vs. Machine" game mode drops the RED team into a tower-defense scenario against an insanely-large horde of BLU robots (though, confusingly, the bots are canonically on the "gray" team, and BLU is supposed to be just as much a victim of their onslaught as RED). All of the robots that are modeled after the player classes have complete standard and Ubercharged textures for being on the RED team (The RED team skin being the default), as well as RED skins for all their giblets, even though they are always on BLU. (The textures are "used" when a RED player's model is replaced by a robot model due to a rare bug, but there is no official way to make RED robots appear.)

Minimap Icons
Found in the "materials/sprites/minimap_icons" folder are 7 minimap icons. Potentially remnants of the scrapped commander system.

Female Head Texture
Discovered around May 22nd, 2009 (a day after the Sniper vs Spy update was released), this is a very odd texture that sparked up the "Is the Pyro female?" debate on a few forums. This texture was found in Team Fortress 2's GCF files for a short period of time before being removed. The VTF file itself was incredibly high resolution, coming in at a resolution of 2048x2048. It was located in the following directory:

tf/materials/models/players/shared_parts/head/female/

After thorough examination of multiple old GCF files it appears to have survived through a few updates before being removed. Why was this texture added to the game? What was it going to be used for? Nobody knows.

Spawn Room Turret
A rework of the unused Turret and Mini Turret models was planned, but scrapped during development. The new turrets would have been located in the ceiling of the spawn room, and upon detecting an enemy player in the spawn room, they would pop out of the ceiling and fire at the enemy.

All that remains of these turrets are three textures in "materials/models/buildables/spawn_room"

Badlands Textures
Within the "materials/models/props_badlands" folder are numerous unused textures for things that were going to be part of the map cp_badlands. Most textures are actually visible, while others are just pure white.

Laser Textures
The following textures are all part of a giant laser of death (or maybe peace and prosperity?) that was potentially going to be part of the map.

Unused Model Textures
These textures are for the unavailable-to-the-general-public models that were meant to appear in the map.

Unused Textures
The following textures are unused, and not much is known about what they would have been used for. Fun fact: The Medic's silhouette in the "cibles.vtf" file appears to show the Medic wielding not only the scrapped Syringe, but some form of rifle. Was the Medic supposed to get a rifle? Who knows! The Pyro's flamethrower also appears to be shaped quite differently than what we got in the final product.

Firing Range Textures
Within the same folder are numerous textures prefixed with "firingrange", indicating that at one point in time, a firing range area was intended to be part of Badlands. Some textures are purely white, while others are fully mapped out, but left uncolored. Models for the textures are not present in the VPKs, but have been found fairly recently.

"firingrange_counter.vtf", "firingrange_headphones.vtf", "firingrange_target_clip.vtf" and "firingrange_target_track.vtf" are all pure white. Nothing much to see there. However, one texture was fully completed; "firingrange_dividing_guard.vtf".

Spawn Room Textures
Finally, there are a few "spawnroom"-prefixed textures for models such as a bench, a light, a wall-mounted TV and lockers. The models are not present in the VPKs.

Rocket Silo Texture
The rocket silo model is by default unused in the game, but its texture exists despite lack of a VMT. Adding a custom rocket_silo001.vmt into the "materials/models/props_spytech" directory alongside this allows the model to appear as it should; "VertexLitGeneric" {	"$basetexture" "models/props_spytech/rocket_silo001" "$selfillum" "1" }

NOTE: The self-illumination is because there's an alpha channel over the entire texture but the white-looking dots intended for lamps!

Sack Texture
Similar to the rocket silo, "the sack" has the same problem except this one's MDL file mentions the textures to be in "models\pr7663~1". Taking the sack.vmt from the props_gameplay texture files and dropping it into this newly created folder in "materials\models" allows the sack to appear properly.

Prop Shelf Gib texture
Once again, but all the shelf's props (when broken) use the same missing VMT file but once again, this time in "models\props_farm\gibs/". Copying the shelf_props01.vmt and pasting it into the "gibs" directory (if you don't see one, make one!) allows the shelf's gibs to appear perfectly... And curiously, the oilcan has an unused BLU variant!

Test Fence
There's one fence model which is unlike the other ones, this one's named testfence.mdl and exists in the props_gameplay directory/ies. Unlike regular fences, it uses the HL2 Lambda symbol for the wiring.