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A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Materials/Subcon Forest

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Materials.

Forest

AHatIntime Beehive blue(Material).png
In addition to all of the other beehive materials, there's a blue beehive material that isn't used by any of the unused beehive objects.


AHatIntime BombRangeRingInner nopulse blue(Material).pngAHatIntime BombRangeRingInner nopulse green(Material).png
Two alternate colors for the bomb range model that appears when a bomb egg enemy activates in Alpine Skyline. However, the bomb range model was originally created for Subcon Forest, as they were made for the scrapped Shromb enemy. The materials do not pulse, unlike the material used in the final game.


AHatIntime BonfireTrail(Material).gif
An early design for the bonfire trails that lead to the paintings for each bonfire. The design is completely different; the final game's design is purple with thousands of miniature souls in the trails, while the early version is a bright red wavy beam-like appearance.


AHatIntime BranchLeaves Placeholder(Material).png
The material used by the unused placeholder leaf platform model.


AHatIntime CollectibleGlow(Material).png
A material called "Collectible Glow", indicating it was meant for a collectible item somewhere in Subcon Forest. It's a dark purple color, which is a cast contract to other collectible materials in the game.


AHatIntime ForestFireSmoke(Material).gif
The unused material for the unused post process effect for forest fire smoke. In the final game, this effect became a particle in the final game.


AHatIntime light plant head yellow(Material).pngAHatIntime LightPlantRim Yellow(Material).gif
Two unused Light Plant materials, making its head and spiky mane yellow instead of purple. Unknown purpose.


AHatIntime PuzzleArea Ground Circle(Material).png
An unused material for a mossy area of Subcon Forest, intended to be used around areas with puzzles. Moss around puzzles in the forest is a concept seen in footage from February 27 2016, and does not appear in the final game. There are a few parameters inside the material that can be modified to add holes to the moss, as well as allow it to blend with certain areas of the forest, like the fiery area and the scrapped blue area:
AHatIntime PuzzleArea Ground Circle Holes(Material).pngAHatIntime PuzzleArea Ground Circle BlueEdges(Material).pngAHatIntime PuzzleArea Ground Circle BrownEdges(Material).png


AHatIntime SkullEmitter(Material).png
The unused skull emitter texture, now colored.


AHatIntime Skybox DarkForest(Material).gifAHatIntime Skyplane DarkForest(Material).gif
Two unused skybox designs for the forest. The first one could be seen in Prototype, Alpha, and early Beta footage of the level. The second one is a skybox design that appears to predate even the Prototypes!


AHatIntime SubconFence Blue(Material).gifAHatIntime SubconFence Green(Material).gif
AHatIntime SubconFence Purple(Material).gifAHatIntime SubconFence White(Material).gifAHatIntime SubconFence Yellow(Material).gif
Five unused materials for some kind of fence, according to their filenames. None are set up to be used with Dweller effects. Unknown purpose.


AHatIntime Mushroom head No Glow(Material).png
A material that, according to its filename, is meant to be a mushroom head material that doesn't glow. ...Given its appearance, that seems to be a lie.


AHatIntime GroundGrass LitReference(Material).png
A reference material, according to its filename, for lit ground grass.


AHatIntime Ice Basic(Material).png
A basic ice material design that wasn't used.


AHatIntime goopprojectile(Material).gifAHatIntime toiletslam(Material).gif
Two materials related to bad chocolate, with the first one having been used in an unused and removed particle. Both of these materials have long since been removed from the Modding Tools.


AHatIntime SubSpiderIce MAT(Material).png
AHatIntime IceSpider.png
An unused material for an ice spider, something not seen anywhere in the final game. Might've been intended to appear on the route to Vanessa's manor at one point.


AHatIntime leaf(SubconForestMaterial).png
A solid color material apparently meant for some kind of leaf, according to the filename.


AHatIntime Subcon Ground Moss(Material).png
A stretched-out material for moss.


AHatIntime water forest(Material).png
Green water. Can be seen in Prototype and early Alpha footage of Subcon Village.


Manor

AHatIntime carpet green(VanessaMaterial).pngAHatIntime carpet half green(VanessaMaterial).png
AHatIntime manor rug main01(Material).png
Three unused carpet designs. Given the limited level design of the manor, there probably just wasn't enough space to fit all of the carpets made for the level.


AHatIntime DwellerText1(VanessaMaterial).pngAHatIntime DwellerText6(VanessaMaterial).png
Two unused Dweller decal materials meant for the manor.


AHatIntime key silver(Material).png
A material for keys called "key silver". Even so, the color of it is still gold.


AHatIntime keypaint(VanessaMaterial).png
A decal material of the unused picture of a key.


AHatIntime manor shower shiny(Material).png
An unused shinier version of the material used by Vanessa's shower.


AHatIntime ShowerMist(Material).gif
A strange material called "Shower Mist". Given its filename, it was most likely related to Vanessa's shower in some way, but its purpose is unknown.


AHatIntime MirrorHallwayCracked(Material).png
A material for a cracked mirror in a hallway. Used in prerelease builds.


AHatIntime QueenBurn(Material).png
A material leftover from a very old scenario on the scrapped 3rd floor of Vanessa's manor. Originally, before chasing Snatcher Kid around, it seems Hat Kid was going to use the flashlights to attack Queen Vanessa! This is supported by unused, leftover Kismet programming in the Alpha and Beta builds. This material, called "Queen Burn", would likely have been used on her model when the final flashlight hit was dealt to her.


AHatIntime Moon3(VanessaMaterial).png
A decal material that shows the unused layer of a texture that uses color channels to display different images. The other two layers used by this texture were used elsewhere, but the third one here was never used anywhere.


AHatIntime Snatcher Arrows(VanessaMaterial).png
AHatIntime badguy(VanessaMaterial).pngAHatIntime findkeep(VanessaMaterial).png
Three more decal materials relating to Snatcher, with the last two using an unused texture with color channels, much like the above.


AHatIntime Healthregen(Material).gif
The material for the health regen particle used by Snatcher Kid in the Alpha and Beta builds.


AHatIntime snatcher appear debug(Material).gifAHatIntime snatcher talk debug(Material).gif
Two debug materials that use unused textures to debug the frames of 2D snatcher's animations.


AHatIntime snatcher talk(Material).gif
2D Snatcher talking. Used in the Alpha and Beta builds. A material for his appearance animation is also present, but does not animate past the first frame.


AHatIntime Snatcher Materialize(Material).gif
A weird-looking material with the name "Snatcher Materialize". Might've been related to Snatcher appearing somewhere. This material has long since been removed from the Modding Tools.


AHatIntime StonedCharacter(Material).png
The material used by Vanessa's victims in the Alpha builds of the game, where she turned her victims to stone instead of freezing them.


AHatIntime TVCapture(VanessaMaterial).png
A scene capture material apparently intended for a TV in the level. No scene capture materials are used anywhere in the level in any version of it except for mirrors.


Misc

AHatIntime VertexTest(Material).gif
A material for testing vertex shader movement.