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Proto:Five Nights at Freddy's: Help Wanted/Oculus "1 2" Build

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This is a sub-page of Proto:Five Nights at Freddy's: Help Wanted.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

1_2 is a pre-release development build of the Windows (specifically the Rift Store release) version of Five Nights at Freddy's: Help Wanted featuring many cut models, and unfinished assets. Dated April 29th, 2019, this build predates the Windows release by 31 days.

In June 2023, this build was found and dumped online for everyone to dig through, leading to some interesting discoveries.

Hmmm...
To do:
  • Endings
  • Minor texture differences, I think it would be more efficient to upload renders than multiple 4K textures.

General Differences

  • The height system in this build appears to be broken, resulting in the player's height being offset by a few feet, if the player resets their view via the Oculus Menu, their height will be reset into the floor (if using Airlink / Link)
  • Cameras cause major lag to the game.
  • Some levels have different lighting.
  • Ennard's vent repair level shows only a black screen, soft-locking the game until a restart.
  • None of the Easter Eggs exist in this build (Endo, Helpy, Minireenas, etc)
  • None of the button prompts used when playing on a PlayStation VR exist in this build (other than the DualShock 4/Motion Controller Options button in the title).
  • Objects do not have a highlight to indicate that you can grab them.
  • Coins have a Counter to tell you how many are in a level.

FNAF 1 Differences

  • There is a 3rd coin under the Cupcake, this was removed entirely in the final game.

FNAF 2 Differences

Hmmm...
To do:
  • add a to-do list

Showtime

The button for Showtime, one of the series most infamous pieces of cut content, is fully functional in this build, albeit using a seemingly earlier version. While there is a console command that can be run in the full release to trigger showtime, it instead teleports you to a separate room with the animatronics. The internal audio name for it is SHOWTIME_Final. Interestingly, this showtime uses an earlier version of the cupcake model, which is a fan-made model that could be found in the final game for some time.

Showtime in hard mode.

Going into the "Hard Mode" state while doing this also swaps the animatronics into their Blacklight versions, with the exception of Foxy, whose textures still do not exist.

Map Differences

Fnaf 1

There aren't too many changes in this map, however there are still a few of note.

The monitor outside the left door does not have broken textures in this build.

There are extra walls infront of the office. These are out of bounds, and it is unclear what they were for. One of the walls is also tilted for some reason.

FnafHWExtraWalls.jpg

Fnaf 2

In the Fnaf 2 map, there are many differences to be found.

Several light blockers are missing.

Parts and Service lacks decals on the ceiling, and the central wall doesn't connect to the roof

Many of the party banners have changed designs.

1_2 Current
FnafHWOldBanner.jpg FnafHWNewBanner.png

There is extra duplicate mesh of the hallways next to the party rooms, which are not present in the current build

1_2 Current
FnafHWOldExtraMap.jpg FnafHWNewExtraMap.png

The Prize Counter uses Toy Bonnie plushies, rather than regular Bonnie plushies. The balloons also have different materials

1_2 Current
FnafHWOldPrizeCorner.jpg FnafHWNewPrizeCorner.png

Fnaf 3

The Fnaf 3 map has some notable differences too.

In the office, the bobbleheads have different placements, the monitor text clips into the monitors, and the red warning light is fully functional.

FnafHW03OfficeOld.png

The lights in this map also appear to have a glistening effect to them

FnafHW03LightGlisten.jpg

The map also appears to be brighter in general, however not by much.

Game performance in this mode also appears to be significantly worse, although it's unclear why this is.

Gallery

There are no visual differences to this map, however the character selection screen is slightly different. Lolbit is missing from the screen in this build, with the icon being replaced with a question mark

FnafHWOldGallery.jpg

Unused Models

Spring Bonnie

Spring_Bonnie_Paint_SpringBonnie_Endo Spring_Bonnie_Paint_SpringBonnie_Exterior Combined
FNAFHW OculusProto SpringBonnieEndo.png FNAFHW OculusProto SpringBonnieExterior.png FNAFVR Oculus 12 SpringBonnieMODEL.png

/freddys/Content/TemporaryAssets/Spring_Bonnie_Paint_SpringBonnie_Endo.uasset and Spring_Bonnie_Paint_SpringBonnie_Exterior.uasset make up a model of Springbonnie, who does not appear in the full release, while it lacks a rig, it has full textures. This model has become somewhat infamous within the FNaF community due to it never having been seen outside of a headshot in a character book until this build was dumped.

Another tidbit, Is that it seems they screwed up while resizing the rig, resizing the top part of the head and the ears, but not the rest of the head, which is why he looks really uneven.

SpringBonnieMAN

WorldGridMaterial (Default) Char_MAT_SpringBonnieMan
FNAFVR Oculus 12 GlitchtrapPose.png FNAFHW OculusProto SpringBonnieManTextured.png

/freddys/Content/ProductionAssets/Models/SpringBonnieMAN.uasset is a posed mesh of Glitchtrap; interestingly enough, this pose is seen in many pieces of marketing material of this character. By default this model has no material assigned, and uses the default UE4 World Grid material.

Looking inside the GalleryAnimPoseManager blueprint reveals that this model was intended to be used in the Gallery, with the Char_MAT_SpringBonnieMan material applied. This and the fact that the slot in the Gallery that would later be taken by Lolbit is empty in this build suggest that Lolbit's slot originally belonged to Glitchtrap and that this build was made after Steel Wool decided to remove him from the Gallery, but before they decided on who his replacement should be.

tempFreddysitting

FNAFHW 1 2 tempFreddysitting.png

/freddys/Content/Meshes/tempFreddysitting.uasset is a model of Freddy Fazbear sitting, this is the same sitting pose seen in the Parts & Service minigame for Freddy.

FoxySittingMesh

FNAF HW 1 2 FoxySittingMeshNEW.png

/freddys/Content/Meshes/FoxySittingMesh.uasset is a model of Foxy sitting, this is the same sitting pose seen in the Parts & Service minigame for Foxy.

RIG_Bonnie_ForOffice01

FNAFHW 1 2 RIG Bonnie ForOffice01.png

/freddys/Content/ProductionAssets/Character_Assets/Bonnie/RIG_Bonnie_ForOffice01.uasset is a duplicate model of Bonnie.


(Source: _rawkit)

TposeFoxy

FNAFHW OculusProto TposeFoxy.png

/freddys/Content/ProductionAssets/Models/TposeFoxy.uasset is a model of Foxy... T-posing, used for the Foxy action figure in this build. Aside from the lack of a skeleton and the slightly higher vertex count, it is identical to RIG_Foxy_Clean.

MOD_Bulb

FNAFHW 1 2 Bulb.png

/freddys/Content/ProductionAssets/Models/MOD_Bulb.uasset is a model of a light bulb with no materials. It's strangely high poly, with 1,760 tris in specific.

MOD_Poster

FNAFHW 1 2 Poster.png

/freddys/Content/ProductionAssets/Models/MOD_Poster.uasset is a model of a poster with no materials.

MOD_NMFB_AF

FNAFHW OculusProto MOD NMFB AF.png

/freddys/Content/ProductionAssets/Actors/Prize_Actors/StaticPosedMesh/MOD_NMFB_AF.uasset is the model used for the Nightmare Fredbear action figure in this build, which has a much simpler pose and a whopping 315,226 vertices. Although it may look like he has none, one of his buttons is actually inside his stomach. In the final game this model was completely removed and replaced by a new model named MOD_NMFB_ForAF, which is located in /freddys/Content/ProductionAssets/Models. The icon for the figure was never updated to reflect this change.

ToyBonnie

FNAF HW 1 2 ToyBonnie.png

/freddys/Content/ProductionAssets/Actors/Prize_Actors/StaticPosedMesh/ToyBonnie.uasset is the model used for the Toy Bonnie action figure in this build, that noticeably contains no textures, and is therefore purely white. The pose and mesh seem to be exactly the same as the final game.

Glitchtrap_HushWalk_v02

FNAFHW OculusProto Glitchtrap HushWalk v02.gif


The animation used by the original Glitchtrap model during the Keyhole ending in this build, in which he shushes the player before walking backwards. Most of it goes unseen in-game since the original Glitchtrap simply appears as a floating pair of eyes. This is the only animation in this build that was later removed.

Unused Textures

Prize_Gift_01

Texture Model
FNAFHW 1 2 Char TEX Prize Gift 01 BaseColor.png FNAFHW 1 2 Gift.png

freddys/Content/ProductionAssets/Textures/Textures_Character/Char_TEX_Prize_Gift_01_BaseColor.uasset is an unused texture for the prize box in the win screen, it uses red coloration unlike the final game.

ICO_ActionFigureSpringBonnie

An icon for a Spring Bonnie action figure that goes unused in this build, and the game as a whole.

FNAFHW OculusProto ICO ActionFigureSpringBonnie.png

ICO_ActionFigureFoxy

An icon for a Foxy action figure that goes unused in this build.

FNAFHW OculusProto ICO ActionFigureFoxy.png

ICO_PlushSpringBonnie

An icon for a Spring Bonnie plush prize. In the final game, the plush spawns to the right of you in the Main Menu, instead of being a prize.

FNAFHW OculusProto ICO PlushSpringBonnie.png

Graphical Differences

Freddy Fazbear Textures

  • The textures for Freddy Fazbear's body in this build lack the paw beans on his hands.
1_2 Release
FNAFHW OculusProto FreddyFazbear PrototypeTextures Render.png FNAFHW OculusProto FreddyFazbear FinalTextures Render.png

Nightmare Fredbear icon

  • The icon for the Nightmare Fredbear in this build features an earlier version of Fredbear, colored brown instead of yellow, appearing more akin to Freddy Fazbear.
1_2 Release
FNAFVR Oculus12 SmallThumb NT Fredbear FNAFUI.png FNAFVR Release SmallThumb NT Fredbear FNAFUI.png

Main Menu

Pizza Party

FNAFVR Oculus 12 SpringBonnieLevelinMenu.png

  • Pizza Party is called "Spring Bonnie" in this build, while Spring Bonnie doesn't appear in this version of the level, rather an A-Posing mesh of Glitchtrap's final model, it's implied that Spring Bonnie was originally planned to be used here, This is further reinforced by the Localization Strings of "Fun with Spring Bonnie", left in the localization.

Glitchtrap

  • It's implied that this build was made in the middle of a transition period for the "Glitchtrap" model, explaining why no animations exist for it, resulting in Glitchtrap being in an A-Pose in the main menu.

FNAFVR Oculus 12 MenuGlitchtrap.png

Options Stand

  • A stand intended to hint the player to press Options to access the menu, this weirdly uses a graphic of the Options button found on PS4 controllers, instead of a graphic of the respective VR system playing the game. Despite this, there is an icon for the Oculus Menu button in the files.

FNAFVR Oculus 12 MenuOptions.png