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Half-Life: Source/Unused Textures
This is a sub-page of Half-Life: Source.
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: The Headcrab anus and buttcheeks are back! |
Contents
- 1 Menu Background
- 2 .357 Magnum Revolver Hands
- 3 Alien Controller Gibs
- 4 Archer
- 5 Bradley
- 6 Charger
- 7 Chumtoad
- 8 Crowbar
- 9 Dumpster
- 10 Fly Texture
- 11 Female Scientist
- 12 G-Man
- 13 Gasbag
- 14 Gina
- 15 Grenade
- 16 Headcrab
- 17 Human Assassin
- 18 Icthyosaur
- 19 M1A1
- 20 Maw
- 21 MrValve
- 22 Pistol
- 23 RPG
- 24 Satchel
- 25 Security Guard
- 26 Shotgun
- 27 SMG Hands
- 28 Snark
- 29 Soda
- 30 Team Fortress Classic Sleeve Texture
- 31 Tentacle3
- 32 Unused Hand Textures
- 33 Water Textures
Menu Background
The background for the Steam version of Half-Life is present, albeit in an incorrect aspect ratio due to being scaled to nearest powers of two. The Source version ditches a static background for real-time backgrounds from in-game maps.
.357 Magnum Revolver Hands
The first person model folder for the .357 Revolver contains several unused arms labeled "python" (the gun the .357 is based off of), including several bare arms.
Alien Controller Gibs
The folder "cntrllrgibs" contains two gibs that would presumably be for special gibs from the Alien Controller. These textures are not found in the SDK.
The textures spell "gib" as "jib", like in Duke Nukem 3D, instead of "gib", like the rest of the game does.
Archer
The game contains textures of the Archer, a cut enemy, with its eyes blinking.
Bradley
A set of unused textures for the M2 Bradley, found within the game's models folder. While these same textures can be found unused in the final game's halflife.wad, the fact that they have their own dedicated folder in the models directory implies that these textures were to be used for a model at some point, like the M44 cargo truck found in the 0.52 prototype. It is unknown whether this model would've been used in Half-Life, or whether it's a leftover from an early version of Team Fortress 2.
Charger
Textures exist for a cut enemy called the Charger. The model for the Charger appears in the Half-Life SDK, however it does not have any animations.
Chumtoad
Four variant textures for the unused Chumtoad alien exist. Of note is that all of them have six eyes (three on each side) instead of one large eye, like the Chumtoad in the original game's files.
There are also blinking textures for each of the unused variants.
Crowbar
The folder for the Crowbar's first person model contains some unused textures, including textures that appeared on the Crowbar found in the 1997 Half-Life prototype.
Dumpster
Four textures of a dumpster model can be found within the game's files. A render of this model can be found on the portfolio website of Les Betterley, one of the Half-Life developers.
Fly Texture
A texture for a fly that never appears anywhere else can be found in the Source's files.
Female Scientist
The game has textures for an NPC that has no trace of her existing in the final game: the Female Scientist. Curiously, the back of her outfit mentions the "X-Labs", a location mentioned in the loading text for c3a2 in the 1997 Half-Life prototype.
An uncorrected proof of the book Raising the Bar gives more details about this character. She was meant to be an evil NPC in The Communication Center (another area that can be see in the 1997 Half-Life prototype) that would initially appear to be helpful, but then summon the military on the player once they came back from completing the area's objective. While she (and the entire area) were scrapped, she was revived and modified in the form of Half-Life 2 's Judith Mossman.
G-Man
An unused face for G-Man is in his texture folder. This texture is a bit larger than the used one. Oddly, this texture can also be found applied to the unused HL1 G-Man model found in Half-Life 2.
Gasbag
The folder for the cut Gasbag model contains two additional textures that do not appear on the Gasbag found in the final game's files.
In addition, the textures used for the Gasbag are split into two different textures files instead of being on a single sheet, like the model found in the final's files does.
Gina
Two textures for an older Gina face can be found in the Player and SMG first person model texture folders.
Grenade
Earlier textures for the Grenade's first person model can be found. These are much shorter than the ones used and have completely different serrations on them.
There are also textures for an earlier version of the Grenade's worldmodel in its appropriate folder. They consist of fragmentation serrations and 1x1 textures of two shades of grey.
Headcrab
The anus and buttcheeks from the 1997 Headcrab's textures can be found in its texture folder.
Human Assassin
The Human Assassin has three unused textures of her. Two of them are an unused head skin that show some of her actual skin, while the third one is a blonde ponytail that doesn't appear on the used design at all.
She also has all of the textures for the Crossbow's item sprite, which matches pre-release footage of her using a Crossbow instead of a suppressed Pistol.
Icthyosaur
For some reason, the Icthyosaur's texture folder contains an 1024x1024 render of it without proper textures.
M1A1
Like the Bradley, there appears to have been a model for an M1A1 Abrams tank as well. It uses the final game's tank textures, but with one key difference; whereas the tank textures in Half-Life: Source's materials/halflife have been stretched when being converted into a .vtf file, the textures the model used are the unstretched versions found in the original Half-Life. It is unknown whether these were to be used in Half-Life, or if they originate from an early version of Team Fortress 2.
Maw
The game has textures for an unused object called "Maw". it appears to have been another alien tech device for Xen, as its folder has two textures from Xen in it. No model of it exists, but a "maw.mdl" is called upon for an unused monster_tentaclemaw entity that exists within the final game's code.
MrValve
The textures for Mr. Valve, a model of Valve's mascot who was used for a demonstration map for GoldSrc, were included within Half-Life: Source.
Pistol
Earlier textures for the Pistol can be found, in all places, the folder for the .357 Magnum Revolver's first person textures.
These textures appear to be later than the one seen in the 1997 prototype, as they have a magazine texture, which the 1997 prototype Pistol doesn't have.
RPG
The RPG's world model folder contains textures for an earlier RPG world model. For some reason, these textures are also present in the SMG's viewmodel folder.
Satchel
The folder for the Satchel's first person model contains several unused textures.
The first is a detailed cloth texture. The rest of the unused textures are rough sketches of the Satchel, apparently showing various designs for it (including the one used in the final game).
There is also a strange series of textures found in the Satchel's world model texture folder called "satchel map". They appear to be various black blotches.
Security Guard
The Security Guard has two textures of his vest with blood and a hole in it.
There are also unused textures for a hand, holster, and knuckle, which all belong to an earlier iteration of the security guard. Additionally, there are two unused textures for the pistol.
Shotgun
The Shotgun's first person model texture folder has textures for an earlier Shotgun model.
The coloring on these textures look similar to the coloring found on the final game's "scigun.mdl", suggesting a connection.
SMG Hands
The folder containing the textures for the SMG's first person model contains unused textures showing a bare arm, like in the 1997 prototype. However, the textures were not used in the 1997 prototype itself.
Snark
The Snark was going to be able to blink at one point, if some unused textures in the Snark's first person model texture folder are to go by.
Soda
Unused textures for the soda shot out by soda machines exist. They are taken from real brands of soda drinks (circa mid 90s).
The Sprite texture is used in the final game as a gib model that appears when a trash can is destroyed and as a prop during the tram ride in Half-Life: Blue Shift, but in this case it's so far away the texture can only be properly seen with a model viewer.
Team Fortress Classic Sleeve Texture
The folders for the Crowbar, Pistol, and Shotgun have a texture called "dm_base". While unused in Half-Life: Source, they are used as the glove textures for Team Fortress Classic. The models for those weapons do appear in that game.
Tentacle3
A folder named Tentacle3 can be found in the game's files. It contains textures used by the Tentacle seen in the 1997 Half-Life prototype, including a "teeth" texture that cannot be found in the model file for the 1997 Tentacle.
Unused Hand Textures
The v_chub, v_hands, and v_squeak folders contain textures for earlier versions of the hands seen on first person models. Most of these show bare hands, while the final game's use gloved hands. These textures can also be found in the Half-Life SDK.
Though seemingly by accident, the earlier red knuckle texture meant to match this version of the HEV suit are used in the final game, which can also be found in the SDK. Meaning the orange version is left unused in many of the texture folders for viewmodels. Whoops!
Water Textures
The water textures from the original game are still in this game's files, but go unused because it uses water made for the Source engine instead.