LittleBigPlanet (PlayStation 3)/Unused Graphics
This is a sub-page of LittleBigPlanet (PlayStation 3).
Unused HUD Elements
Unused Controls Screen
gamedata/data/ui/ contains graphics for a controller hanging on a string and tutorial text which details an early control scheme for Sackboy. In early gameplay footage, these graphics are shown against a pink background before levels begin.
In the final game, the L1 button does not make Sackboy jump (this is a very awkward control scheme) and the Right Stick does not move Sackboy's arms (although a remnant of this can still be seen by pushing the Right Stick in any direction whilst in the air).
Buttons
Early HUD elements for the Circle button and analog stick can be found in gamedata/data/ui/.
PC Editor Icons and Resources
gamedata/data/ contains two textures with a ton of odd icons. The story mode levels were most likely made with a computer, and these icons might have been intended to be used for the editor.
Early Popit Icons
gamedata/data/ui/poppet/poppet_icons_dxt5.tex is a sheet full of early Popit icons. The symbols are all different, the PlayStation Eye is called the EyeToy, and there are balls of various materials. These icons were used in early builds of the game from 2007.
There is also a separate file for the early Popit cursor, found in gamedata/texture_library/ui/poppet/cursor.tex.
Numbers
gamedata/data/ui/mempaper_over.tex contains a row of numbers on the far right divisible by 16, from 0 to 256. It is otherwise a blank 1024x256 texture.
Early Loading Icon
Two loading arrows. In some early gameplay videos, it is seen in the bottom left along with debug information while textures are being loaded into memory. In the final game, the arrows look hand drawn and smaller, without the debug info. Can be found in gamedata/data/progress.tex/.
Early Pod Logo
gamedata/texture_library/pod_computer/puter_logo.tex is an early name and logo for the Pod. In early gameplay videos, it is seen in the Pod's front window, just above the Pod Computer.
HUD Test
gamedata/texture_library/ui/zz_temp_safezone.tex is some sort of HUD test, most likely for testing safe zones for placing HUD elements on the screen at 4:3 and 16:9 aspect ratios.
Scoring Medals
Graphics for medals that would be awarded for how well you scored on a level; they would give out prizes similarly to how the complete, ace, a goodies medals in the full game do that later replaced them.
Scoreboard Stuff
Unused graphics for the scoreboard, one of which mentions something about teams. Can be found in gamedata/texture_library/ui/.
Popit & Menu HUD Icons
Icons for unused tools and functions in the Popit.
Tool | Original | Converted |
---|---|---|
Freezatron | ||
Image Import Tool |
Placeholder Icons
Media Molecule Logo
A placeholder icon used for level badges. Can be found in gamedata/texture_library/mock_badges/badge_mm.tex.
Media Molecule Symbol
A placeholder icon that was used for the introduction level. Can be found in gamedata/texture_library/ui/pc_placeholder_costume.tex.
Early Gardens Story Badges
Two early level badges can be found for the Gardens theme in gamedata/texture_library/level_badges/.
Placeholder Face
An icon used for certain plans, this icon is special and forces the item to not be collected if a plan has the icon. The picture is from Total Recall, from the scene where he wakes up from his dream vacation at Rekall Inc. Can be found in gamedata/texture_library/ui/auto_icons/auto_gen_icon.tex.
Wood Block Placeholder
A placeholder icon of a wood block on a white background. Can be found in gamedata/texture_library/ui/pc_placeholder_object.tex.
Warning Sign Placeholder
A placeholder icon that might have been used for levels. Can be found in gamedata/texture_library/level_badges/placeholder.tex.
Miscellaneous
Unused Reflection
Textures for an unused skycube reference. Can be found in gamedata/texture_library/reflection_maps/reference_cube.tex.
Brush
A texture for a brush, found in gamedata/texture_library/brushes/brush1.tex/.
Globe
A faded world map. Can be found in gamedata/data/ui/worldmap.tex/.
Water Texture
A texture and bump map for water. The texture is visible as a reflection for the "Dark Glass" material. Can be found in gamedata/texture_library/water/water_ripples_diffuse.tex/ and gamedata/texture_library/water/water_ripples_bump.tex/.
Blurry Texture
A strange blurry texture found in gamedata/texture_library/coloured_patterns/faceted_colour.tex.
Backdrop Indian Texture
gamedata/mesh_library/backdrops/backdrop_beanstalk.tex is a blue mysterious looking pattern that was stretched out for the background of an early prototype of the game.
Backdrop Cosmos Texture
gamedata/mesh_library/coder_art/Cosmos_background_sphere.tex A texture of space, this texture was used in development for the Pod, most notably, in its TGS 2007 presentation .
Back of Matchbox
The matchbox object has a back to it, but you can never actually see it normally.
Fork/Knife Texture
The texture to the fork/knife emblem from the GDC video still remains in the game.
Early Sponge
A version of the sponge texture from early builds can be found in gamedata/data/sponge_diffuse.tex/.
Early | Final |
---|---|
Unused Stickers
Stickers that were either never used anywhere or simply don't have Popit data. They have been organized into themes based on their filenames. Can be found in gamedata/texture_library/stickers/.
No Theme
Common
The Canyons
The Metropolis
The Islands
The Temples
The Wilderness
In-Game Photos
Photos taken in-game by developers.