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A Hat in Time (Windows, Mac OS X)/Unused Models/Unused Skeletal Mesh LOD Models

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Unused Models.

Some skeletal meshes in the game have LOD models provided to reduce the number of polygons being rendered for the model at far distances. This helps improve game performance and is a great way to optimize high-poly models in gameplay. However, several models have LODs that do not have their Display Factor variable set, which means they never display. Not only is this a waste of memory, as they are all loaded into memory regardless of being used or not, but is simply inefficient.

Hat Kid's Hat

Base Model: 2734 Polygons, 2130 Vertices.

LOD 1: 1324 Polygons, 1087 Vertices LOD 2: 878 Polygons, 763 Vertices LOD 3: 582 Polygons, 534 Vertices
AHatIntime hat kid hat LOD1.png AHatIntime hat kid hat LOD2.png AHatIntime hat kid hat LOD3.png

Fuzzy Horn Hat

Base Model: 3146 Polygons, 2031 Vertices.

LOD 1: 2332 Polygons, 1575 Vertices LOD 2: 1553 Polygons, 1095 Vertices LOD 3: 751 Polygons, 613 Vertices
AHatIntime FuzzyHornHat LOD1.png AHatIntime FuzzyHornHat LOD2.png AHatIntime FuzzyHornHat LOD3.png

Beanie Hat

Base Model: 1152 Polygons, 817 Vertices.

LOD 1: 821 Polygons, 563 Vertices LOD 2: 565 Polygons, 355 Vertices LOD 3: 278 Polygons, 183 Vertices
AHatIntime KatBeanie LOD1.png AHatIntime KatBeanie LOD2.png AHatIntime KatBeanie LOD3.png

Ladybug Headband

Base Model: 908 Polygons, 593 Vertices.

LOD 1: 684 Polygons, 453 Vertices LOD 2: 388 Polygons, 275 Vertices LOD 3: 248 Polygons, 232 Vertices
AHatIntime hat bug LOD1.png AHatIntime hat bug LOD2.png AHatIntime hat bug LOD3.png

Big Plant

Base Model: 6716 Polygons, 4404 Vertices.

LOD 1: 4941 Polygons, 3361 Vertices LOD 2: 3233 Polygons, 2363 Vertices LOD 3: 1537 Polygons, 1302 Vertices LOD 4: 528 Polygons, 599 Vertices
AHatInTime BigPlant LOD1.png AHatInTime BigPlant LOD2.png AHatInTime BigPlant LOD3.png AHatInTime BigPlant LOD4.png

Something that should definitely be noted about Big Plant specifically, is that none of its LOD models are compatible with any of its animations. If an LOD model is set to play an animation, the vertices will freak out and stretch all over the place, basically making all of the LOD models for Big Plant unusable. However, in the final game, its appearance in the test tube in Subcon Forest's Purple Rift has it using no animations, which means the LODs would appear perfectly fine.

Important: LOD 4 is not normally visible in the Modding Tools' content browser, as only LODs 1 through 3 can be selected. Thus, this image was taken from a version of Big Plant that was re-imported alongside all of its LODs so that the Display Factor variable for LOD 4 could be set, allowing it to be seen in the content browser's window. No changes were made to the models during the export and import processes.

Cactus B

Base Model: 3466 Polygons, 4161 Vertices.

LOD 1: 1667 Polygons, 2201 Vertices LOD 2: 828 Polygons, 1144 Vertices LOD 3: 520 Polygons, 799 Vertices
AHatInTime CactusB LOD1.png AHatInTime CactusB LOD2.png AHatInTime CactusB LOD3.png

Shapeshifter

Base Model: 5055 Polygons, 3083 Vertices.

LOD 1: 2529 Polygons, 1622 Vertices LOD 2: 1266 Polygons, 901 Vertices LOD 3: 507 Polygons, 426 Vertices
AHatInTime Shapeshifter LOD1.png AHatInTime Shapeshifter LOD2.png AHatInTime Shapeshifter LOD3.png

Note that the goop effect on Shapeshifter's body material is stretching vertices, so do not confuse its different appearances in each LOD here with its body material's effect.

Thor

Base Model: 5226 Polygons, 4147 Vertices.

LOD 1: 2612 Polygons, 2297 Vertices LOD 2: 1306 Polygons, 1332 Vertices LOD 3: 532 Polygons, 738 Vertices
AHatInTime Thor LOD1.png AHatInTime Thor LOD2.png AHatInTime Thor LOD3.png

Receptionist

Base Model: 6209 Polygons, 4032 Vertices.

LOD 1: 3105 Polygons, 2259 Vertices LOD 2: 1552 Polygons, 1325 Vertices LOD 3: 931 Polygons, 936 Vertices
AHatInTime Receptionist LOD1.png AHatInTime Receptionist LOD2.png AHatInTime Receptionist LOD3.png

Snatcher's Book

Base Model: 138 Polygons, 182 Vertices.

LOD 1: 98 Polygons, 205 Vertices LOD 2: 62 Polygons, 152 Vertices LOD 3: 24 Polygons, 64 Vertices
AHatIntime Sn Book LOD1.png AHatIntime Sn Book LOD2.png AHatIntime Sn Book LOD3.png

Note that the version of Snatcher's Book model displayed here is the version before its re-import in early 2018, which gave it new UVs and a new texture (or two). The LOD models for the book were not updated to accommodate the new texture, and thus will appear broken currently if the current book model attempts to use the LODs.

Subcon Eye

Base Model: 6100 Polygons, 3666 Vertices.

LOD 1: 4537 Polygons, 2795 Vertices LOD 2: 2989 Polygons, 1924 Vertices LOD 3: 1454 Polygons, 1064 Vertices LOD 4: 539 Polygons, 532 Vertices
AHatInTime SubconEye LOD1.png AHatInTime SubconEye LOD2.png AHatInTime SubconEye LOD3.png AHatInTime SubconEye LOD4.png

Important: LOD 4 is not normally visible in the Modding Tools' content browser, as only LODs 1 through 3 can be selected. Thus, this image was taken from a version of Subcon Eye that was re-imported alongside all of its LODs so that the Display Factor variable for LOD 4 could be set, allowing it to be seen in the content brower's window. No changes were made to the models during the export and import processes.

Railroad Cart

Base Model: 5706 Polygons, 7391 Vertices.

LOD 1: 2853 Polygons, 4532 Vertices LOD 2: 1426 Polygons, 2566 Vertices LOD 3: 869 Polygons, 1653 Vertices
AHatInTime RailroadCart LOD1.png AHatInTime RailroadCart LOD2.png AHatInTime RailroadCart LOD3.png

Dweller Bell

Base Model: 2418 Polygons, 1466 Vertices.

LOD 1: 1798 Polygons, 1123 Vertices LOD 2: 1196 Polygons, 784 Vertices LOD 3: 584 Polygons, 446 Vertices
AHatInTime DwellerBell LOD1.png AHatInTime DwellerBell LOD2.png AHatInTime DwellerBell LOD3.png

Hanging Minion

Base Model: 2076 Polygons, 1393 Vertices.

LOD 1: 1520 Polygons, 1067 Vertices LOD 2: 976 Polygons, 746 Vertices LOD 3: 459 Polygons, 393 Vertices
AHatInTime HangingMinion LOD1.png AHatInTime HangingMinion LOD2.png AHatInTime HangingMinion LOD3.png

Hub Robo

Base Model: 3550 Polygons, 2131 Vertices.

LOD 1: 1775 Polygons, 1162 Vertices LOD 2: 887 Polygons, 646 Vertices LOD 3: 532 Polygons, 430 Vertices
AHatInTime HubRobo LOD1.png AHatInTime HubRobo LOD2.png AHatInTime HubRobo LOD3.png

Mafia Jar

Base Model: 1580 Polygons, 1079 Vertices.

LOD 1: 1162 Polygons, 827 Vertices LOD 2: 746 Polygons, 611 Vertices LOD 3: 346 Polygons, 323 Vertices
AHatInTime MafiaJar LOD1.png AHatInTime MafiaJar LOD2.png AHatInTime MafiaJar LOD3.png

Shady Sunburnt

Base Model: 4149 Polygons, 2843 Vertices.

LOD 1: 3060 Polygons, 1961 Vertices LOD 2: 2002 Polygons, 1401 Vertices LOD 3: 1007 Polygons, 769 Vertices
AHatInTime ShadySunburnt LOD1.png AHatInTime ShadySunburnt LOD2.png AHatInTime ShadySunburnt LOD3.png

Shady Sunburnt's LOD models stem from the older version of its model found in the Modding Tools, which is UV mapped differently. Thus, the LODs appear with incorrect textures due to the different texture being used. This basically makes them unusable....except that Shady Sunburnt only appears in Vanessa's manor in the final game, where it is encased in ice as one of her frozen victims, which overwrites the problematic texture and thus would allow the LOD models to be used without issue.

Queen Statue

Base Model: 4899 Polygons, 4006 Vertices.

LOD 1: 2437 Polygons, 2161 Vertices LOD 2: 1207 Polygons, 1215 Vertices LOD 3: 465 Polygons, 562 Vertices
AHatInTime QueenStatue LOD1.png AHatInTime QueenStatue LOD2.png AHatInTime QueenStatue LOD3.png

LOD models for the Queen Statue enemies might not have been used to prevent giving the enemy's presence away to players with sharp eyes.

Pink Plant

Base Model: 2256 Polygons, 1638 Vertices.

LOD 1: 1627 Polygons, 1250 Vertices LOD 2: 1052 Polygons, 888 Vertices LOD 3: 473 Polygons, 457 Vertices
AHatInTime PinkPlant LOD1.png AHatInTime PinkPlant LOD2.png AHatInTime PinkPlant LOD3.png

Yellow Plant

Base Model: 2271 Polygons, 1971 Vertices.

LOD 1: 1998 Polygons, 1504 Vertices LOD 2: 1260 Polygons, 1019 Vertices LOD 3: 533 Polygons, 555 Vertices
AHatInTime YellowPlant LOD1.png AHatInTime YellowPlant LOD2.png AHatInTime YellowPlant LOD3.png

Sandworm

Base Model: 11070 Polygons, 8098 Vertices.

LOD 1: 8156 Polygons, 6178 Vertices LOD 2: 5214 Polygons, 4123 Vertices LOD 3: 2483 Polygons, 2153 Vertices
AHatInTime Sandworm LOD1.png AHatInTime Sandworm LOD2.png AHatInTime Sandworm LOD3.png

DJ Grooves

Base Model: 7002 Polygons, 5220 Vertices.

LOD 1: 3419 Polygons, 2695 Vertices LOD 3: 622 Polygons, 700 Vertices
AHatInTime DJGrooves LOD1.png AHatInTime DJGrooves LOD3.png

DJ Grooves is a special exception to the rest of the above. He has all of his Display Factor variables set, however, his two LODs in the current final game have their variables set to the same number, which means LOD 2 will always overwrite LOD 1, preventing it from being seen. DJ Grooves also had a third LOD model when the game initially released, but has long since been removed from the final game. This extra LOD model did not have the same problem as the previous two and did display normally. For reference, DJ Grooves' LOD 2 model has 1635 Polygons, and 1563 Vertices.