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A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Other Graphics/Battle of the Birds and 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/Other Graphics.

Contents

Battle of the Birds

Deadbird Studio

Static Cinema Stage

AHatIntime cinema(texture).png
A static version of the results HUD that appears when completing Acts 2, 3, 4, and 5 in this Chapter. There's also a strange star seemingly out of place. This texture has long since been removed from the Modding Tools.

Unused Reception Lobby Floor Design

AHatIntime Reception Floor.png
An unused, simpler design for the floor of the Reception/Lobby room in Deadbird Studio.

Unused Red Light Effect

AHatIntime psa tv spin.png
A light effect likely meant for the red lights in the lobby room. According to the filename, they were meant to spin.

Unused Display Stand Textures

AHatIntime display space.pngAHatIntime display western.png
No, these aren't wrongly marked as 'unused'. These are alternate textures for the big display signs in the lobby of Deadbird Studio, but are meant for an older version of their models that no longer exists. Attempting to apply these textures to the current models will result in the texture displaying incorrectly. Also, note that the signs are facing the opposite way than they usually do in-game, something that can be seen in a very early screenshot of the lobby.

Unused Disco Floor Design

AHatIntime Disco Tile2.png
An unused design for disco floors, likely meant for DJ Grooves' sets. In the final, a rainbow-colored pattern is used instead.

Star Test Texture

AHatIntime startest(BotB).png
A green star that is marked as a test texture in its filename.

Old Cafe Floor Texture

AHatIntime cafe wood(Deadbird).png
An older version of the common wood texture, meant for the cafeteria in Murder on the Owl Express.

Unused Cardboard Train Textures

AHatIntime train end cardboard.pngAHatIntime train wagon cardboard.pngAHatIntime train front cardboard.png
Flat images of the Conductor's train that were apparently meant to be used in the studio, in one of the Conductor's sets. In the final game, the train is present, but it actually uses the models of the train from Train Rush and Murder on the Owl Express, flattened to appear like props. ...Efficiency! The image for the caboose uses its design from the Beta builds instead of the final game.

Deadbird Studio Building Texture

AHatIntime Building Tile.png
A fake building texture meant for the Conductor's side of Deadbird Studio. In-game, a variant of this is used instead, which is three of this stacked vertically.

Unused Conductor Wood Floor Design

AHatIntime Western Tileset Undamaged.png
A unused variant of the wooden floors used in the Conductor's half of Deadbird Studio, with the floorboards not appearing damaged.

Placeholder Bird Passport Texture

AHatIntime passport placeholder.png
A placeholder graphic for the Bird Passport, according to its filename.

Placeholder Set Textures

AHatIntime fake owl rider(Placeholder).pngAHatIntime fake desert 01(Placeholder).pngAHatIntime fake desert 02(Placeholder).png
Very rough placeholder graphics for some of the Conductor's props on his sets.

Train

Early Skydome Texture

AHatIntime SkyColor Desert.png
The skydome texture used in very early versions of Train Rush, seen in Alpha footage and Prototype screenshots of the level.

Early Background Graphics

AHatIntime boulders silhouette.png
AHatIntime bgscroll1.png
AHatIntime bgscroll2.png
Background detail used in very early versions of Train Rush and Murder on the Science Express.

Early Desert Gravel

AHatIntime gravel.pngAHatIntime gravel blurry.png
Early versions of the yellow gravel that appears in the outdoor sections of the train levels.

AHatIntime desert roughdirt.png
This one has a radically different design than the appearance in the Beta builds and final game. It's much darker, more brown, and has a slightly different art style. This texture was eventually used in the Vanessa's Curse Creator's DLC.

Early Canyon Mountains Design

AHatIntime mountains d.png
An early version of the canyon's mountains in the train levels. The final has red, yellow, and white coloration, while the early version is entirely brown.

Early Train Tracks Texture

AHatIntime traintrackspattern.png
A texture for flat train tracks. This actually has a material for it.

Science Owls VS Moon Penguins

AHatIntime chalkboard competition.png
A texture for a chalkboard in Murder on the Owl Express, showing a competition between Science Owls and Moon Penguins. Given the explicit "Science Owls" seen here, it's not surprising why this wasn't used.

"Food"

AHatIntime food 02.png
This substance is called food in its filename. Probably intended for the unused food machine model meant for the cafeteria in Murder on the Owl Express. The model instead uses a grease texture from Mafia Town, which looks similar to this.

Unused Coal Burner Door Design

AHatIntime coal burner door 02.png
An unused, differently-colored design for the door on the coal burners in the train levels. In-game, the doors are yellow.

Redd Graffiti Texture

AHatInTime reddwashere.png
A decal texture leftover from Murder on the Science Express. Localization found in the Beta builds directly references this texture. This texture had its own decal which colored the text red. This has long since been removed from the Modding Tools.

Noteblock Page Texture

AHatIntime noteblock pages.png
A page texture for something called a "noteblock", according to its filename. Whatever this was used by, it doesn't seem to be in any version of the Modding Tools.

Footprint Texture

AHatIntime footstep(Murder).png
A masking texture for a couple different footprints. Used in an unused material that makes it flash white. It was imported in May of 2016, so it was most likely meant for Murder on the Owl Express.

Paint Bump Texture

AHatIntime paint bump.png
A texture relating to paint. Possibly meant for Murder on the Science Express.

Plastic Sheet

AHatIntime PlasticSheet.png
A texture meant for a plastic sheet of some kind.

Early Train Rush Self-destruct Texture

AHatIntime destruct(texture).png
A texture almost certainly meant for the TV screens in Train Rush. In the Beta and final versions, the Train Operator and Conductor are shown on the TV screens around the start of the level, respectfully.

Murder on the Science Express Concept Texture

AHatIntime train layout(texture).png
A concept texture, which shows the planned layout for Murder on the Science Express! This layout matches the leftover unused model for the layout of said Act.

Early Falling Platform Design

Early Final
AHatIntime Science Platform Diffuse.png AHatIntime Science Platform Diffuse New.png

An early version of the falling platforms.

Crying Bombguy Texture

AHatInTime bombguy2.png
A texture used by one bombguy ball in the Beta version of Train Rush.

2D Sawblade

AHatIntime sawblade.png
A 2D image of the sawblade hazards. Seems early on, the sawblades were completely flat instead being fully modeled. Or it could've been a texture meant for a LOD for the sawblades.

Early Train Rush Wall Normal Map

AHatIntime wall normal(TrainRushEarly).png
A normal map texture for the unused types of steel walls used in the earliest versions of Train Rush.

Train Rush Front Room Music Texture

AHatIntime Music.png
A texture meant for some of the machines at the front of the train in Train Rush. In the final, a similar texture is used instead.

Boiler Room Carpet

AHatIntime boiler carpet.png
A unique texture for a carpet for the boiler room in Murder on the Owl Express. In-game, the common carpet for the lounge areas is used instead.

Early Wall Texture

Early Final
AHatIntime luggageplatformwall(Early).png AHatIntime luggageplatformwall1024px(Final).png

An extremely minor change, with it being below the top orange line. The gradient in the white line is slightly different in the early version.

Unused Lab Monitor Textures

AHatIntime Labscreens01.pngAHatIntime Labscreen06.png
Two unused lab screens meant for the lab areas for Murder on the Owl Express.

Unused Button Decal Texture

AHatIntime buttonpaddecal.png
A little pad with buttons on it, meant to appear in Murder on the Owl Express somewhere.

Unused Murder on the Owl Express Lab Door Textures

Used Unused
AHatIntime Lab door clean(Final).png AHatIntime Lab door clean.png
Used Unused
AHatIntime Lab door dirty(Final).png AHatIntime Lab door dirty.png
Used Unused
AHatIntime Lab door NOENTRY(Final).png AHatIntime Lab door NOENTRY.png

There are unused designs for the lab doors in Murder on the Owl Express. Compared to the ones used in-game, they are more detailed.

Early Murder on the Owl Express Cubemap

AHatIntime MurderCubeMap TexPosY.pngAHatIntime MurderCubeMap TexNegX.pngAHatIntime MurderCubeMap TexNegY.pngAHatIntime MurderCubeMap TexPosX.png
AHatIntime MurderCubeMap TexNegZ.pngAHatIntime MurderCubeMap TexPosZ.png
A slightly earlier version of the lounge room area of the lab area of Murder on the Owl Express. It mostly seems the same as final, however, there are two seemingly out of place pictures of DJ Grooves on the wall. They're most likely placeholder. There's also a large missing piece of glass.

Chalkboard Texture

AHatIntime Captcha billboard texture.png
A standalone version of the chalkboard texture in Murder on the Owl Express. In-game, a different texture is used that also contains the backside of the chalkboard in it. The colors in this version are less saturated than the used version.

Unused Glass Curtain Design

AHatIntime glass curtain1(Murder).png
An unused design for the glass curtains seen in the fancier rooms of Murder on the Owl Express. This one depicts a shower head spraying water, so it might've been intended for the sauna room, which has no glass curtains.

Orange And Green Chemical

AHatIntime fluid yellowgreen.png
Many chemical flasks appear in the game, but one with orange and green fluids inside is never seen.

Old Cafeteria Stairs Design

AHatIntime stairs cafe(Texture).png
A texture for an older design of the stairs in the cafeteria. The texture does not work with the current model.

Unused Luggage Tag

AHatIntime Luggage Decal Subcon.png
A luggage decal texture meant to be slapped on suitcases bound for Subcon Forest. In the final game, a Moon luggage tag is used instead, probably as a reference to Trainwreck of Science's original plot.

Unused Luggage Color

AHatIntime TallCaseC1024px.png
An unused color for the taller variant of the suitcases seen in Murder on the Owl Express. Out of all the colors for the suitcases in the level, this is the only one that isn't used on a model, used or unused.

Early Luggage Room Wall Design

Early Final
AHatIntime Luggage Wall(Early).png AHatIntime LuggageWall(Final).png

An early version of the wall design used in the luggage-filled room in Murder on the Owl Express. The early version is darker, and has less-defined, tinier nails in the wall.

Table Texture

AHatIntime Table Mat(Murder).png
A red and gold table design meant for somewhere in Murder on the Owl Express.

Quilt

AHatIntime quilt.png
A texture for a quilt. Purpose unknown.

Slip Warning Decal Texture

AHatIntime slip warning decal.png
A warning image for slipping on wet floors. A version of this is used in Murder on the Owl Express, but that version is smaller and is encased in a small box.

The Moon

Early Surface Textures

AHatIntime moon surface light.png AHatIntime moon surface dark.png
Textures used for the original surface design of The Moon. Can be seen in extremely early screenshots of the level.

Lamp Prefab Picture

AHatIntime StreetLight2 Preview.png
A prefab image of a lamp on the Moon, from fairly early in development. Aside from the lack of a spring behind this particular lamp and Pons in the background, the only major difference is the lack of craters on the Moon's surface.

Unused Roof Window Colors

AHatIntime roof window d(Moon).pngAHatIntime roof window d3.png
AHatIntime roof window d2.pngAHatIntime roof window d grayscale.png
Unused colors for the roof windows on some of the buildings on the Moon.

DJ Grooves Sign Wood

AHatIntime sign grooves wood.png
A wood texture meant for an earlier version of DJ Grooves' sign on the Moon.

Unused Hay Design

AHatIntime hay2.png
An unused design for hay. This texture is actually the exact same as one that is used in the final game, but it has a different alpha channel.

Grill Texture

AHatIntime grill.png
A rough-looking texture for some sort of grill on the Moon. This actually has a decal for it, and has parameters for appearing cold and hot. Cold makes it grey, while hot makes it appear red.

Window Glow Texture

AHatIntime window glow.png
A texture meant for windows on buildings on the Moon.

Window Shadow

AHatIntime moon penguin shadow m.png
An unused texture for the shadows of characters inside some of the buildings on The Moon. It appears to be....oh. Nothing more really needs to be said about this one, except that the figure is someone Habboi created.

Deadbird Basement

Boss Countdown Texture

AHatIntime countdown vertical.png
A set of numbers intended for the boss fight against Conductor/DJ Grooves somehow, according to its filename. An unused material actually uses this texture, but doesn't display properly due to disconnected nodes and must be remade in the game's editor with these nodes fixed to appear correctly. It appears with a red color against a black background, and ticks down quickly. A parameter in the material can be used to fade in one of the unused Murder On the Owl Express cubemap textures from above! Exactly what this was for is unknown.
AHatIntime BossCountdown.gif

Knife Warning Texture

AHatIntime knife warning.png


A texture used to warn about knife attacks during the boss fight, according to its filename.

Unused DJ Grooves Jukebox Design

AHatIntime Jukebox DJ.png
AHatIntime UnusedRedukebox.png
An unused design for a jukebox intended for DJ Grooves' boss arena. In-game, there aren't even any jukeboxes in his arena. The Conductor's arena does have jukeboxes, but they use a blue variant of this texture instead.

Debug Color Boxes

AHatIntime boxes basement(Debug).png
A rainbow-colored texture of several squares with upward-pointing arrows on them. Habboi actually explicitly referenced this texture in his developer playthrough of the game, stating that he used it to make sure no two boxes were rotated the same way in each stack of boxes in the rooms that contain many of them.

Early Conductor Polaroids

Early Final
AHatIntime polaroid knife(Early).png AHatIntime polaroids knife cond(Final).png


Early Final
AHatIntime polaroid discoball(Early).png AHatIntime polaroids discoball cond(Final).png


Early versions of the polaroids that appear during the Conductor's duplication attacks in his boss fight. Oddly, as can be seen in the background, the Conductor appears to be in DJ Grooves' arena, rather than his own.

Storage Room Textures

AHatIntime storage wall(Texture).pngAHatIntime storage wall light.png
A wall texture and a lights texture, most likely meant to be used in the basement somewhere.

Unused Curtain Texture

AHatIntime curtain deadbird.png
A curtain meant to appear in the basement somewhere.

Cable Wheel Normal Map

AHatIntime Cable Wheel NRM.png
A normal map for the cable wheel seen in the basement.

Socket Normal Map

AHatIntime Socket normals.png
A normal map for a tiny model used in conjunction with the cable wheel model in the basement.

Air Conditioner Occlusion Map

AHatIntime AirConPlat occlusion.png
An occlusion map for the air conditioner platforms in the basement.


Subcon Forest

Forest

Pre-Prototype Forest Cubemap

AHatIntime CubeMap forest TEXNegX.pngAHatIntime CubeMap forest TEXNegY.pngAHatIntime CubeMap forest TEXPosX.pngAHatIntime CubeMap forest TEXPosY.png
AHatIntime CubeMap forest TEXNegZ.pngAHatIntime CubeMap forest TEXPosZ.png
A quite early cubemap, showing a design of Subcon Village that predates the Prototype footage of the area! Compared to its appearance in the Prototype footage, the lighting on the houses is darker, the colors are more dull, and the lake is reflecting the unused early cubemap of Calcite!

Hanging Lantern Prefab Picture

AHatIntime HangingLantern Preview.png
Each prefab in the game's Modding Tools comes with a picture of the level it was created in as its preview icon for it in the content browser. The picture for the prefab for a lantern hookshot just so happens to have been made fairly early in Subcon Forest's development, and shows an area of the forest that isn't in the final game! Although, technically, this area does appear in the final game, but it was converted into the swamp and the level design in it was overhauled to accommodate for the swamp water gimmick. The trees are all using their older textures, the bushes on the forest floor are using even older textures than the ones they use in the final, and the leaf platforms appear to be using an even earlier placeholder texture than the one documented below.

Early Tree Prefab Pictures

AHatIntime MidTree01 Preview.pngAHatIntime TopTree01 Preview.png
Two pictures for unused prefabs, which actually use the unused placeholder leaf platform model. Aside from that, they were made in a test map. Nothing else remarkable here.

Full Cherryblossom Flower

AHatIntime cherryblossom cheap.png
A filled version of the unused cherry blossom flower texture, marked as "cheap" in its filename. It's possible this was meant for LOD versions of the unused cherry blossom cluster model.

Early Subcon House Stairs

Early Final
AHatIntime wood slope(Early).png AHatIntime wood slope(Final).png

An extremely early version of the texture for the stairs in front of some houses in Subcon Village. The final version has exceptionally more detail than the early version, which is more in line with the art style for the game prior to the Alpha builds.

Early Subcon Village House Design

AHatIntime tree base.png
An early version for the exterior walls of houses in Subcon Village. Can be seen in prerelease footage and screenshots.

Old Stump Texture

AHatIntime dan tree stump.png
A tree stump texture matching the designs of the trees in prerelease builds of the game.

Unused Wood Circle

AHatIntime wood ring.png
An unused wood tree trunk design that, according to the filename of the only material it's used by (which is unused), was to be used on the mushroom tree at the start of the level.

Old Subcon Skydome Texture

AHatIntime skybox spooky2.png
The old skybox texture used in earlier prerelease footage and screenshots of Subcon Forest.

Unused Sign Images

AHatIntime wood sign text(Forest).pngAHatIntime wood sign text 02(Forest).png
Two unused images for the signs around Subcon Forest. Can be seen in some prerelease footage.

Bonfire Painting Victims

AHatIntime painting 3 sunburnt.pngAHatIntime painting 5 conductor.pngAHatIntime painting 6 oldman.png
Unused Bonfire Painting portraits for the Sunburnt/Nomads, Conductor, and the Coffee Clerk. The Conductor's texture was actually used in the initial console builds of the game, as a third painting for the blue Bonfire. It was removed before the final game released on PC. The other two can be seen being used in screenshots and developer footage from February 27 2016.

Fallen Leaves Graphics

AHatIntime fallen leaves.png

AHatIntime fallen leaves alpha.png


Graphics for fallen leaves. Possibly a detail meant to appear on the ground in the forest.

Single Unused Tree Design

AHatIntime treetest1.png
A unique tree design that can only be used by one of the tree model variants due to its texture mapping. The design doesn't seem to match the tree's model very well.

Subcon Swamp Hand Graphic

AHatInTime swamp ghosthands.png
A different design for the purple ghost hands that appear in Subcon Forest's swamp...that should've been used. The version used in-game is marked as placeholder in its filename. This version is considerably more detailed than the version used in-game. This graphic eventually saw use in the Vanessa's Curse Creator's DLC.

Early Swamp Lamp Post Design

Early Final
AHatIntime root lantern(Early).png AHatIntime swamp light posts(Final).png

The final version has considerably more detail than the early version, and is higher resolution, too. The final version also has a visible top part to the stake, while the early version has the top purple. The early version uses slightly different colors in some sections.

Older Subcon Well Bricks

AHatIntime bricks pattern(SubconWell).png
An older brick design for Subcon Well, seen in developer stream footage from October 2016.

Ambient Occlusion Snatcher Platform Map

AHatIntime snatcher platform ao.png
A very basic ambient occlusion map for the mossy platforms in the forest.

Non-charred Tree Textures

AHatIntime sub forest normalwood cut1 tex.pngAHatIntime sub forest normalwood cut2 tex.png
Non-burnt versions of some tree models that are normally only found in the fiery section of Subcon Forest.

Moss

AHatIntime moss placeholder.pngAHatIntime moss alpha.png
Graphics for moss, marked as placeholder in the filename. Developer stream footage from February 27 2016 shows that moss was intended to be used around puzzles in the forest. There are some unused moss materials and decals with different designs than these graphics still present in the Modding Tools.

Placeholder Graphics

AHatIntime leafplaceholder.pngAHatIntime leafplaceholderalpha.pngAHatIntime leaf platform(placeholder).png
AHatIntime FirePlaceholder128px.pngAHatIntime FirePlaceholderAlpha128px.png
Placeholder graphics for leaves, fire, and leaf platforms. The leaf platform texture can be seen in some screenshots and developer footage from February 27 2016.

Placeholder Something

AHatIntime FlipFoliPlaceholderTGA.pngAHatIntime flipped alpha.png
Placeholder graphics for....something. Filenames don't really help identify what these were for. A duplicate of the first texture exists under a slightly different name.

Ugly Blend Placeholder

AHatIntime ugly blend placeholder.png
Yeah, no, that's actually the filename for this one. Unknown what this was meant for.

Realistic Ground Textures

AHatIntime grass mud puddles bsm.pngAHatIntime grass mud puddles spe.pngAHatIntime grass mud puddles rgm.png
AHatIntime grass mud puddles nrm.pngAHatIntime grass mud puddles plx.png
A realistic-looking grass texture that doesn't really fit in with the art style of the rest of game. Most likely a placeholder.

Unused Forest Floor Design

AHatIntime subcon tileset.png
Unlike the above ground texture, this one looks far more inline with the rest of the game's art style. It's a rather different-looking grass texture, with a mix of grass and dirt, unlike the final's which is completely grass.

Rock Solid Color Texture

AHatIntime rock solid color.png


A tiny 4x4 white square texture, which might've been made for some rock, given the filename.

Early Snow Decal Texture

AHatIntime snow decal.png


An earlier look for snow in the level, with a very basic design.

Stone Path Decal Texture

AHatIntime stone path.pngAHatIntime stone path nrm.png
A stone path texture meant to appear on the ground in the forest.

Flat Gate Textures

AHatIntime Fence512x256.pngAHatIntime fence mask.pngAHatIntime Fence512x256ALPHA.png
A flat texture for a fence with flowers on it, along with two masking textures for it. This fence does appear in the final game, but as a fully 3D model instead of a flat texture.

Unused Water Texture

AHatIntime ground water.png
An unused detail texture for water, possibly meant for Subcon Village or Subcon Well. This was imported late in development, in mid 2017.

Subcon Bush Variant

AHatIntime subcon bush.png
A bush texture variant made specifically for Subcon Forest. The level in-game uses different, older bush textures that are also used in Mafia Town.

Champ Belt Texture

AHatIntime champbelt.png
A texture of a belt with a star on it, called "champ belt" in its filename. May be a reference to Paper Mario: The Thousand-year Door, as a similar-looking belt appears in Glitzville.

Unused Tree Design

AHatIntime subcon snatcher trees.png
A completely different design for the trees in the level, having a more green, vine-y look to them than the purple appearance they take in the final game. Its material in the Modding Tools has some glowing yellow eyes appear in the holes between the vines.

Subcon Well

Path Texture

AHatIntime cave path overlay01(Current).png
A dirt path texture. For some reason, its resolution was reduced in late 2018 despite not being used.

Manor

Manor Cubemaps

AHatIntime CubemapFace ProtoManor1 3.pngAHatIntime CubemapFace ProtoManor1 2.pngAHatIntime CubemapFace ProtoManor1 0.pngAHatIntime CubemapFace ProtoManor1 1.png
AHatIntime CubemapFace5 5.pngAHatIntime CubemapFace4 5.png
A cubemap of the 1st floor of the manor, showing several WIP assets, a completely different design for doors (which can be seen in the Steam Greenlit video), and the "Escape" texture, which was previously seen in a much, much earlier version of the 1st floor room here on the game's kickstarter page. This texture was removed from the level before the Alpha builds.


AHatIntime CubemapFace ProtoManor2 0.pngAHatIntime CubemapFace ProtoManor2 2.pngAHatIntime CubemapFace ProtoManor2 5.pngAHatIntime CubemapFace ProtoManor2 1.png
AHatIntime CubemapFace ProtoManor2 4.pngAHatIntime CubemapFace ProtoManor2 3.png
An early cubemap for the 2nd floor hallway of the manor. It appears to be in the same state as the first floor.


AHatIntime CubemapFace ProtoManor3 2.pngAHatIntime CubemapFace ProtoManor3 1.png
AHatIntime CubemapFace ProtoManor3 3.png
An early cubemap for the bathroom of the manor! This cubemap shows the unused bathtub model in use, as well as a simple cube in place of where the unused chest model would go in the Alpha and Beta builds. The shower's design is also considerably different, with there not being a hole on the left side of the shower for Vanessa to walk out of. The decorations near the door were also removed before the Alpha builds.

Red Eye

AHatIntime charm 02.png
A creepy red eye with strange symbols in its pupil. Unknown purpose, but it resembles the "Queen Eye" that can be seen on the third floor of the manor in the Beta builds.

Early Manor Bathroom Walls

AHatIntime bathroom wall(Manor).pngAHatIntime bathroom wall2(Manor).png
Two older designs for the bathroom walls in Vanessa's manor, used in the Alpha and Beta builds.

Old Bathroom Floor Texture

AHatIntime bathroomfloor(Manor).png
The design of the bathroom floor in Vanessa's manor used in prerelease builds.

Early Kitchen Cabinet Design

Early Final
AHatIntime manor kitchen cabinets d(Early).png AHatIntime manor kitchen cabinets d(Final).png

A slightly earlier version of the texture for the cabinets in Vanessa's kitchen, being only three hours apart. The earlier version has a brighter section and is higher resolution.

Early Bookshelf Design

Early Final
AHatIntime Bookshelf(ManorEarly).png AHatIntime Bookshelf(ManorFinal).png

The two designs are very similar, being created only hours apart from each other. The early design is darker overall, and the detailing on the left side of the texture differs from the final's.

Escape Image

AHatIntime Escape(Manor).png
A texture that was used in the Prototype versions of the manor. Can be seen in one of the above cubemaps.

Candle Billboard Texture

AHatIntime flame billboard.png
A slightly earlier version of the texture used by the candles in the manor. This one has a lot of negative space; the final's narrows it down strictly to the flame itself.

Key Painting

AHatIntime keypaint.png
A painting of a key, intended for somewhere in Vanessa's manor.

Key Gold

AHatIntime key gold.png
A basic yellow texture that was likely used for keys very early in development. In-game, the keys use a metallic gold material instead.

Unused Decal Messages

AHatIntime findkeep.png
An unused multi-layer decal texture. Both layers have an unused decal for them, which colors the text purple. These were most likely meant to show up in the manor, although they could fit in other areas, too.

Playroom Normal Texture

AHatIntime carpet blue normal.png
A normal map texture for the blue Playroom on the second floor of Vanessa's manor. In-game, the floor in that room doesn't use a normal map.

Unused Bedroom Carpet

AHatIntime centercarpet red.png
A carpet meant for the manor's bedroom, according to the (unused) material that uses it.

Unused Mirror Designs

AHatIntime mirror modular painting b.pngAHatIntime mirror modular mirror c.png
Two unused designs for mirrors in the level. The green one appears to have an image that depicts the early Prototype design for Secret Levels.

Unused Door Frame Texture

AHatIntime door frame.png
An unused, much higher-quality texture for the door frames in the manor.

Orange Wall

AHatIntime wall orange(Manor).png
The orange wall texture used on the scrapped 3rd floor of the manor in the Alpha builds of the game.

Unused Kitchen Table Designs

AHatIntime kitchen table red 2.png
AHatIntime kitchen table red.pngAHatIntime kitchen table blue.pngAHatIntime kitchen table(Manor).png
An unused red color for the kitchen table, as well as more-detailed designs that should've been used.

Dog Painting

AHatIntime wtfdog.png
A humorous picture of a dog and a kid, used in the Alpha builds of the game when accessing the Secret Level behind the bookcase in the manor. It was removed from the Beta builds, but could be found in the Modding Tools early on. This texture has (sadly) long since been removed.

Unused Crack Texture

AHatIntime crack offset.png
An unused, funky-looking crack. Unknown purpose.

2D Snatcher Debug Numbers

AHatIntime count1(SnatcherDebug).pngAHatIntime count2(SnatcherDebug).pngAHatIntime count3(SnatcherDebug).png
Numbers used for debugging 2D Snatcher's animated frames.