This is a sub-page of Proto:Team Fortress 2/June 25th, 2007.
| This page or section details content from the June 11th, 2020 Postal III Beta Leak. Check the June 11th, 2020 Postal III Beta Leak category for more pages also sourced from this material. |
Many assets in this early build were changed on release/in future post-release patches.
Early HUD Element Sprites
Crosshairs
The crosshairs files in the proto had a more beige tone to them, while the final ended up being white.
(Backgrounds colored for visual clarity)
Health
The graphic files are the same size, but the final version touches the edges of the image and is also generally thicker.
Oddly, when viewing the final version in VTFEdit, the entire image looks like a square gradient, but the prototype image still looks like a plus sign. Also of note is the prototype version uses one-bit alpha, while the final version uses eight-bit alpha.
Prototype |
Final |
---|
![materials/HUD/health_color.vtf](/images/c/ce/TF2Proto_HealthColor.png) |
![materials/hud/health_color.vtf](/images/8/8e/TF2Final_HealthColor.png) |
Attack/Defend
The Attack icon is mostly identical to the final version, although the arm is slightly more detailed in the prototype. The prototype Defense icon has a completely different icon in the center depicting a rather medieval looking fortress with a flag in the middle building.
(Prototype backgrounds colored for visual clarity)
Prototype |
Final |
---|
|
![materials/hud/hud_icon_defend.vtf](/images/thumb/f/fa/TF2Final_HudIconDefend.png/64px-TF2Final_HudIconDefend.png) |
Leaderboard "Dead" Icon
The icon for the leaderboard that indicates a dead player was quite plain in the proto and received a touchup in the final.
(Prototype background colored for visual clarity)
Prototype |
Final |
---|
|
![materials/hud/leaderboard_dead.vtf](/images/2/25/TF2Final_LeaderboardDead.png) |
Random Class Selection Icon
The early random class selection icon found in the final game files was once again found in this build. This build actually uses it though, and it comes with a matching "inactive" version.
Scout
While it seems to use the final model, Scout's HUD/selection icons have him in an entirely different pose to the ones in the final game. It also seems that the HUD icons are simply the selection icons flipped horizontally, causing Scout's headset to be on the wrong way consequently. The outline on the RED cloaked sprite is also more orange in the prototype.
Soldier
The Soldier's HUD icons use his 2006 teaser model, but the selection icons seem to be a mix of his final model and his old model with the five o' clock shadow. Both icons also feature the rocket launcher with a rocket poking out of it. The poses are mostly identical.
Medic
The Medic's HUD icons also use his teaser model, and are more or less his idle pose when wielding the needle gun. The RED cloak outline also has a more orange hue like Scout's.
Unlike the aforementioned Scout and Soldier class selection icon changes, the Medic's selection icons remain unchanged between this build and release.
Engineer
The building blueprints textures are mostly the same as the final's, albeit with the buildings being wireframes instead of flat drawings. There are some small differences with the Dispenser and Teleporter blueprints however.
Sentry
Prototype |
Final |
---|
![materials/HUD/eng_build_sentry_blueprint.vtf](/images/thumb/8/86/TF2Proto_BlueprintSentry.png/192px-TF2Proto_BlueprintSentry.png) |
![materials/hud/eng_build_sentry_blueprint.vtf](/images/f/f0/TF2Final_BlueprintSentry.png) |
Dispenser
There is a small base at the bottom of the Dispenser.
Prototype |
Final |
---|
![materials/HUD/eng_build_dispenser_blueprint.vtf](/images/thumb/f/f5/TF2Proto_BlueprintDispenser.png/192px-TF2Proto_BlueprintDispenser.png) |
![materials/hud/eng_build_dispenser_blueprint.vtf](/images/1/14/TF2Final_BlueprintDispenser.png) |
Teleporter
The Teleporter's design is quite a bit different in the prototype, having what seems to be joints in the center, more flat platforms, and a base structured more like the Sentry's legs.
Building Damaged
The damaged building icon is a different color in the prototype.
(Prototype background colored for visual clarity)
Prototype |
Final |
---|
|
![materials/hud/eng_status_alert_ico_wrench.vtf](/images/5/51/TF2Final_DamagedBuildingAlert.png) |
Sniper
Sniper's rifle power charge originally just said "FULL POWER" when it was fully charged instead of showing a lightning bolt and a percentage. The bar was also a solid gradient.
Prototype |
Final |
---|
![materials/HUD/sniperscope_numbers2.vtf](/images/7/74/TF2Proto_SniperScopeNumbers.png) |
![materials/hud/sniperscope_numbers2.vtf](/images/b/b0/TF2Final_SniperScopeNumbers.png) |
Team Selection Screen
The TV static had darker shades of gray in the prototype.
Prototype |
Final |
---|
![materials/models/vgui/tv_noise.vtf](/images/9/9f/TF2Proto_TVNoise.png) |
![materials/models/vgui/tv_noise.vtf](/images/b/bf/TF2Final_TVNoise.png) |
The remaining team selection screen model textures have several small differences. The bigger changes include the random team door originally just having a simple question mark on it with no window, the "lighting" texture for when the doors are open only being one color, and it seems at one point there would have been a "TEAM FULL" sign when the teams were too full, something not present in the game at all. The floor also has a faint horizontal line going across it in the prototype.
Prototype |
Final |
---|
![TF2Proto TeamSelScreen.png](/images/thumb/a/aa/TF2Proto_TeamSelScreen.png/256px-TF2Proto_TeamSelScreen.png) |
![TF2Final TeamSelScreen.png](/images/thumb/1/11/TF2Final_TeamSelScreen.png/256px-TF2Final_TeamSelScreen.png) |
Prototype |
Final |
---|
![TF2Proto TeamSelScreen3D.png](/images/thumb/3/32/TF2Proto_TeamSelScreen3D.png/350px-TF2Proto_TeamSelScreen3D.png) |
![TF2Final TeamSelScreen3D.png](/images/thumb/0/0f/TF2Final_TeamSelScreen3D.png/350px-TF2Final_TeamSelScreen3D.png) |
The logo has been moved slightly.
Prototype |
![materials/VGUI/menu_header.vtf](/images/thumb/a/a9/TF2Proto_MenuHeader.png/700px-TF2Proto_MenuHeader.png) |
---|
Final |
![materials/vgui/menu_header.vtf](/images/thumb/c/c8/TF2Final_MenuHeader.png/700px-TF2Final_MenuHeader.png) |
Kill Icons
| To do: This is one of those comparisons where I didn't take the "final" image from the very first release build of tf2, and instead used the current-day version, which can be a bit misleading if you wanted to see this builds compared to release. I'll re-do that Final image soon. |
Within the first set of kill icons, the "negative" set, there are a number changes:
- The bullets fired by the Pistol, Revolver, SMG and Scattergun in the proto kill icons were removed. The muzzleflashes of these kill icons were also changed to be slightly opaque like the other icons.
- The Sapper icon's electricity bits are a darker shade of blue in the Proto. The darker color on the light killicon was likely done for better visibility, but it seems to have been changed to match the dark icon's lighter blue sparks later on.
- Several icons had accentual bits modified to be slightly opaque in the final:
- The stars on the original boxing glove icon for the Fists. The arm of the Fists icon was also changed to fade out instead of being entirely solid.
- The muzzleflash on the Minigun and the Shotgun.
- The backblast on the Rocket kill icon
- The headshot kill icon's bullet is being fired from in front of the target in the proto. Was changed in the final to appear to have been fired from behind the target.
- When overlaid on top of one another, the proto's Stickybomb Launcher kill icon's explosion accent can be seen to be slightly wider and bigger in some places compared to in the final.
(The final kill icons were taken from the latest build and modified to remove any kill icons that weren't present in the proto kill icons, for the sake of consistency and ease of comparison)
All the same changes from above are present in the lighter kill icons. One noticeable change from the "negative" icons that wasn't carried over is that the electricity accents of the Sapper kill icon are not a darker shade of blue in the proto.
(Both backgrounds colored for visual clarity)
There are a few differences in menu map photos between the proto and final.
Starting with ctf_2fort, the older menu photos are center-aligned while the final got left-aligned. The proto photos also show off the original layout of the central area as seen in early trailers and screenshots.
Prototype |
Final |
---|
![materials/VGUI/maps/menu_photos_ctf_2fort.vtf](/images/thumb/f/fd/TF2Proto_MenuPhotosCTF2Fort.png/256px-TF2Proto_MenuPhotosCTF2Fort.png) |
![materials/vgui/maps/menu_photos_ctf_2fort.vtf](/images/thumb/e/e8/TF2Final_MenuPhotosCTF2Fort.png/256px-TF2Final_MenuPhotosCTF2Fort.png) |
Next we have tc_hydro which again received an alignment change in the final. As well, the original design of the satellite area is shown off in the upper photo.
Prototype |
Final |
---|
![materials/VGUI/maps/menu_photos_tc_hydro.vtf](/images/thumb/0/0b/TF2Proto_MenuPhotosTCHydro.png/256px-TF2Proto_MenuPhotosTCHydro.png) |
![materials/vgui/maps/menu_photos_tc_hydro.vtf](/images/thumb/a/a3/TF2Final_MenuPhotosTCHydro.png/256px-TF2Final_MenuPhotosTCHydro.png) |
There are also a few differences in menu map screens between the proto and final.
Starting with ctf_2fort, the proto screens show off the original layout of the central area as seen in early trailers and screenshots.
Prototype |
Final |
---|
![materials/VGUI/maps/menu_screen_ctf_2fort.vtf](/images/3/35/TF2Proto_MenuScreenCTF2Fort.png) |
![materials/vgui/maps/menu_screen_ctf_2fort.vtf](/images/e/e1/TF2Final_MenuScreenCTF2Fort.png) |
Next we have tc_hydro which shows off the original design of the satellite area.
Prototype |
Final |
---|
![materials/VGUI/maps/menu_screen_tc_hydro.vtf](/images/5/56/TF2Proto_MenuScreenTCHydro.png) |
![materials/vgui/maps/menu_screen_tc_hydro.vtf](/images/2/27/TF2Final_MenuScreenTCHydro.png) |
Early Player Model Textures
Most, if not all of the player models underwent some form of changes involving their textures between development and release.
Demoman
Head Textures
Demoman's normal non-HWM head textures have a few differences between the proto and final. One noticeable difference between them is the beard. As well, the proto model's eyes are pointed slightly downward compared to the final.
Prototype |
Final |
---|
![materials/models/player/demo/demoman_head.vtf](/images/thumb/b/b1/TF2Proto_DemomanHead.png/192px-TF2Proto_DemomanHead.png) |
![materials/models/player/demo/demoman_head.vtf](/images/thumb/c/cf/TF2Final_DemomanHead.png/192px-TF2Final_DemomanHead.png) |
Prototype |
Final |
---|
![TF2Proto DemomanHead3D.png](/images/thumb/6/62/TF2Proto_DemomanHead3D.png/150px-TF2Proto_DemomanHead3D.png) |
![TF2Final DemomanHead3D.png](/images/thumb/6/63/TF2Final_DemomanHead3D.png/150px-TF2Final_DemomanHead3D.png) |
The changing beard makes another appearance in Demoman's HWM head textures.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
|
|
|
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Final
|
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Prototype |
Final |
---|
![TF2Proto DemomanHWMHead3D.png](/images/thumb/a/ae/TF2Proto_DemomanHWMHead3D.png/150px-TF2Proto_DemomanHWMHead3D.png) |
![TF2Final DemomanHWMHead3D.png](/images/thumb/3/36/TF2Final_DemomanHWMHead3D.png/150px-TF2Final_DemomanHWMHead3D.png) |
Body Textures
The only major difference in the player model texture is the class emblem on the shoulders. In the proto, it's the Demoman's Dynamite Stick emblem, whereas the final has the Sticky Bomb emblem. There are other minor differences, but they're all mostly adding extra texture around the outline of certain areas to fix black spots on the player model where the original texture sheet wasn't properly filled in, and some minor shading work.
Interestingly, the Dynamite Stick emblem made its way to the PlayStation 3 version of the game, which features it.
Engineer
Head Textures
Engineer's head textures have some slight differences in the opacity of the hairline portion of the texture and some minor differences in the chin stubble.
Prototype |
Final |
---|
![materials/models/player/engineer/engineer_head.vtf](/images/thumb/1/17/TF2Proto_EngineerHead.png/192px-TF2Proto_EngineerHead.png) |
![materials/models/player/engineer/engineer_head.vtf](/images/thumb/6/6a/TF2Final_EngineerHead.png/192px-TF2Final_EngineerHead.png) |
Prototype |
Final |
---|
![TF2Proto EngineerHead3D.png](/images/thumb/b/b3/TF2Proto_EngineerHead3D.png/150px-TF2Proto_EngineerHead3D.png) |
![TF2Final EngineerHead3D.png](/images/thumb/9/9d/TF2Final_EngineerHead3D.png/150px-TF2Final_EngineerHead3D.png) |
The proto HWM textures have a slightly different skin tone compared to the final. There are also many differences between them.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
|
|
|
|
Final
|
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Prototype |
Final |
---|
![TF2Proto EngineerHWMHead3D.png](/images/thumb/f/f6/TF2Proto_EngineerHWMHead3D.png/150px-TF2Proto_EngineerHWMHead3D.png) |
![TF2Final EngineerHWMHead3D.png](/images/thumb/1/1c/TF2Final_EngineerHWMHead3D.png/150px-TF2Final_EngineerHWMHead3D.png) |
Heavy
Head Textures
The Heavy's proto head has a slightly different skin tone compared to the final. As well, the Heavy's non-HWM head texture in the proto is identical to the HWM texture in the proto.
Prototype |
Final |
---|
![materials/models/player/hvyweapon/heavy_head.vtf](/images/thumb/2/2b/TF2Proto_HeavyHWMHead.png/192px-TF2Proto_HeavyHWMHead.png) |
![materials/models/player/hvyweapon/heavy_head.vtf](/images/thumb/7/7f/TF2Final_HeavyHead.png/192px-TF2Final_HeavyHead.png) |
Prototype |
Final |
---|
![TF2Proto HeavyHead3D.png](/images/thumb/4/4e/TF2Proto_HeavyHead3D.png/150px-TF2Proto_HeavyHead3D.png) |
![TF2Final HeavyHead3D.png](/images/thumb/1/1a/TF2Final_HeavyHead3D.png/150px-TF2Final_HeavyHead3D.png) |
Many visible differences between the proto and final HWM head textures. Different facial wrinkles, aforementioned slightly different skin tone, mouth definition.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
|
|
|
|
Final
|
|
|
|
Prototype |
Final |
---|
![TF2Proto HeavyHWMHead3D.png](/images/thumb/f/fa/TF2Proto_HeavyHWMHead3D.png/150px-TF2Proto_HeavyHWMHead3D.png) |
![TF2Final HeavyHWMHead3D.png](/images/thumb/9/97/TF2Final_HeavyHWMHead3D.png/150px-TF2Final_HeavyHWMHead3D.png) |
The Heavy's head phong exponent texture is different between the proto and final. As well, the exponent texture was moved from materials/models/player/hvyweapon to materials/models/player/hvyweapon/hwm.
Prototype |
Final |
---|
![materials/models/player/hvyweapon/heavy_head_exponent.vtf](/images/thumb/0/0f/TF2Proto_HeavyHeadExponent.png/192px-TF2Proto_HeavyHeadExponent.png) |
![materials/models/player/hvyweapon/hwm/heavy_head_exponent.vtf](/images/thumb/7/73/TF2Final_HeavyHeadExponent.png/192px-TF2Final_HeavyHeadExponent.png) |
Medic
Head Textures
The Medic's normal head texture in the proto and final are identical. However, the eyes on the proto model appear to be slightly misaligned.
Prototype |
Final |
---|
![materials/models/player/medic/medic_head.vtf](/images/thumb/5/5a/TF2Final_MedicHead.png/192px-TF2Final_MedicHead.png) |
![materials/models/player/medic/medic_head.vtf](/images/thumb/5/5a/TF2Final_MedicHead.png/192px-TF2Final_MedicHead.png) |
Prototype |
Final |
---|
![TF2Proto MedicHead3D.png](/images/thumb/0/0b/TF2Proto_MedicHead3D.png/150px-TF2Proto_MedicHead3D.png) |
![TF2Final MedicHead3D.png](/images/thumb/9/97/TF2Final_MedicHead3D.png/150px-TF2Final_MedicHead3D.png) |
The Medic's HWM head in the proto has a skin tone that matches the non-HWM head. Interestingly in the final release, the HWM head has a slightly different skin tone from even the final's non-HWM head.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
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Final
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|
Prototype |
Final |
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![TF2Proto MedicHWMHead3D.png](/images/thumb/7/74/TF2Proto_MedicHWMHead3D.png/150px-TF2Proto_MedicHWMHead3D.png) |
![TF2Final MedicHWMHead3D.png](/images/thumb/9/99/TF2Final_MedicHWMHead3D.png/150px-TF2Final_MedicHWMHead3D.png) |
Unused Content
Three unused textures are present in materials/models/player/medic in the proto:
- medic_head_lightwarp.vtf, a lightwarp for the Medic's head that is not called by any VMT file.
![materials/models/player/medic/medic_head_lightwarp.vtf](/images/1/13/TF2Proto_MedicHeadLightwarp.png)
- medic_exponent.vtf, a phong exponent texture for the Medic's body that is only called by medic_red_invun.vmt, but the $phongexponenttexture line that calls it is commented out, so it doesn't get used;
//"$phongexponenttexture" "models\player\medic\medic_exponent"
![materials/models/player/medic/medic_exponent.vtf](/images/thumb/2/22/TF2Proto_MedicExponent.png/386px-TF2Proto_MedicExponent.png)
- medic_head_normal.vtf, an unused normal map for the Medic's head that is not called by any VMT.
- (Background of this image has been colored for visual clarity. Click to view the proper version without the background color.)
Scout
Head Textures
The proto and final Scout head textures are identical, however there are some differences in them. When viewing the Info tab in VTFEdit, the Reflectivity values for the proto texture are listed as "0.310, 0.169, 0.128". Reflectivity values for the final texture are "0.306, 0.167, 0.126". The proto texture's VTF version is 7.3, while the release is 7.4. As well, on the Resources tab of VTFEdit, the Clamp U and Clamp V values for the LOD Settings are both 8 for the proto, and 9 for the release. Aside from those technical differences, the textures themselves are virtually identical. The eyes on the proto model are also slightly misaligned.
Prototype |
Final |
---|
![materials/models/player/scout/scout_head.vtf](/images/thumb/f/f3/TF2Proto_ScoutHead.png/192px-TF2Proto_ScoutHead.png) |
![materials/models/player/scout/scout_head.vtf](/images/thumb/1/1d/TF2Final_ScoutHead.png/192px-TF2Final_ScoutHead.png) |
Prototype |
Final |
---|
![TF2Proto ScoutHead3D.png](/images/thumb/3/3e/TF2Proto_ScoutHead3D.png/150px-TF2Proto_ScoutHead3D.png) |
![TF2Final ScoutHead3D.png](/images/thumb/3/33/TF2Final_ScoutHead3D.png/150px-TF2Final_ScoutHead3D.png) |
There are numerous differences in the HWM head textures.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
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Final
|
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Prototype |
Final |
---|
![TF2Proto ScoutHWMHead3D.png](/images/thumb/1/10/TF2Proto_ScoutHWMHead3D.png/150px-TF2Proto_ScoutHWMHead3D.png) |
![TF2Final ScoutHWMHead3D.png](/images/thumb/f/f4/TF2Final_ScoutHWMHead3D.png/150px-TF2Final_ScoutHWMHead3D.png) |
The ubercharged head textures for the Scout are not unique to this specific prototype as they appear in the later "PatchVersion 1.0.0.0" Closed Beta build dated September 17th, 2007. They were changed by release though. The proto head textures appear to be created from a very early Scout head texture.
Body Textures
In the proto, both the Scout team textures used the BLU team's pants color. In the release, they both used the RED team's pants color. This mixup took 17 years to be fixed and was immediately reverted when Valve remembered that leg cosmetics exist. There are also other minor differences in some spots on the texture.
Hand Textures
The proto Scout hand texture for viewmodels used a brighter white for the hand wrap. This is observable both in any of the original Scout weapon v_models, as well as the models/weapons/c_models/c_scout_arms.mdl model in current-day builds of TF2, as the class c_ arm models use the same textures as the original v_ models for that classes weapons.
Prototype |
Final |
---|
![materials/models/player/scout/scout_hands.vtf](/images/thumb/7/7e/TF2Proto_ScoutHands.png/192px-TF2Proto_ScoutHands.png) |
![materials/models/player/scout/scout_hands.vtf](/images/thumb/d/d3/TF2Final_ScoutHands.png/192px-TF2Final_ScoutHands.png) |
Prototype |
Final |
---|
![TF2Proto ScoutHands3D.png](/images/thumb/1/14/TF2Proto_ScoutHands3D.png/192px-TF2Proto_ScoutHands3D.png) |
![TF2Final ScoutHands3D.png](/images/thumb/3/33/TF2Final_ScoutHands3D.png/192px-TF2Final_ScoutHands3D.png) |
Unused Content
There are a few unused files in the Scout's texture folder.
- A normal map for the HWM head's compress texture. It is called by materials/models/player/scout/hwm/scout_head_red.vmtin the proto, but the lines that call it are commented out, thus making it unused;
- Another unused file is called by the $bumpstretch variable; models/player/medic/medic_head_stretch_normal. This file has not been found in any builds.
//"$bumpmap" "models/player/scout/hwm/scout_head_compress_normal"
//"$bumpcompress" "models/player/scout/hwm/scout_head_compress_normal"
//"$bumpstretch" "models/player/medic/medic_head_stretch_normal"
scout_head_compress_normal.vtf
Sniper
Head Textures
The Sniper's normal head texture in the proto and final are identical, texture-wise. The proto model features a very slight eye misalignment compared to the final.
The final Sniper head textures used here are from a build prior to May 21, 2009's Sniper vs Spy update. As of the Sniper vs Spy update, the head texture was changed again to add a scar to the Sniper's face, a reference to the Meet the Spy video where the Spy leaves a scar on the Sniper's face.
Prototype |
Final |
---|
![materials/models/player/sniper/sniper_head.vtf](/images/thumb/2/29/TF2Final_SniperHead.png/192px-TF2Final_SniperHead.png) |
![materials/models/player/sniper/sniper_head.vtf](/images/thumb/2/29/TF2Final_SniperHead.png/192px-TF2Final_SniperHead.png) |
Prototype |
Final |
---|
![TF2Proto SniperHead3D.png](/images/thumb/3/3e/TF2Proto_SniperHead3D.png/150px-TF2Proto_SniperHead3D.png) |
![TF2Final SniperHead3D.png](/images/thumb/b/be/TF2Final_SniperHead3D.png/150px-TF2Final_SniperHead3D.png) |
The HWM Sniper head textures also feature some minor changes between versions, but said changes are mostly to shading and such. The most major difference is that the final HWM head's beard stubble is shaped differently. The proto HWM head compress and stretch textures feature this same different stubble, but don't actually use it as the main proto HWM head texture still features the full beard stubble.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
|
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|
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Final
|
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|
Prototype |
Final |
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![TF2Proto SniperHWMHead3D.png](/images/thumb/d/d1/TF2Proto_SniperHWMHead3D.png/150px-TF2Proto_SniperHWMHead3D.png) |
![TF2Final SniperHWMHead3D.png](/images/thumb/e/ed/TF2Final_SniperHWMHead3D.png/150px-TF2Final_SniperHWMHead3D.png) |
Soldier
Head Textures
For some strange reason, the proto Soldier model's eyes are always looking up, and are duller looking. This was fixed in the release. There are also shading variances between the proto and final.
Prototype |
Final |
---|
![materials/models/player/soldier/soldier_head.vtf](/images/thumb/7/7e/TF2Proto_SoldierHead.png/192px-TF2Proto_SoldierHead.png) |
![materials/models/player/soldier/soldier_head.vtf](/images/thumb/f/f5/TF2Final_SoldierHead.png/192px-TF2Final_SoldierHead.png) |
Prototype |
Final |
---|
![TF2Proto SoldierHead3D.png](/images/thumb/5/59/TF2Proto_SoldierHead3D.png/150px-TF2Proto_SoldierHead3D.png) |
![TF2Final SoldierHead3D.png](/images/thumb/0/06/TF2Final_SoldierHead3D.png/150px-TF2Final_SoldierHead3D.png) |
The proto HWM compress texture is identical to the proto HWM head.
|
HWM |
HWM (Stretch) |
HWM (Compress)
|
Prototype
|
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|
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Final
|
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|
Prototype |
Final |
---|
![TF2Proto SoldierHWMHead3D.png](/images/thumb/c/c4/TF2Proto_SoldierHWMHead3D.png/150px-TF2Proto_SoldierHWMHead3D.png) |
![TF2Final SoldierHWMHead3D.png](/images/thumb/7/76/TF2Final_SoldierHWMHead3D.png/150px-TF2Final_SoldierHWMHead3D.png) |
Spy
Head Textures
The Spy's head in the proto was far less detailed compared to the final. The proto model's head is also shaped slightly differently. The proto model's eyes are also slightly misaligned. As well, while there is an HWM Spy model, there is no materials/models/player/spy/hwm directory in the proto, nor any HWM Spy facial textures. This seemingly indicates that the HWM model in the proto uses the non-HWM textures.
Disguise Masks
Spy also had some different looking disguise masks in the proto.
Early Building Model Textures
Sentry Gun (Level 1)
The Level 1 Sentry Gun in the proto had some color differences in certain bits of the texture. The front faceplate surrounding the gun barrel was lacking color and a small light in the proto, and what looks to be another light in the top-left corner of the texture was orange in the proto, but was changed to be blue in the final.
Sentry Gun (Level 2)
The Level 2 Sentry Gun, between the proto and release, only had one minor change. A front face plate has been changed to be teamcolored instead of black. The proto model itself is higher poly than the final model, but the proto model also lacks the round button and light on the front panel that the final model has. When applying the proto textures to the final model, the light on the face plate changes to a more Cream Spirit-type of team-coloring because the Level 2 Sentry Gun model also utilizes bits from the Level 1 Sentry Gun texture, specifically the light on the face plate.
Sentry Gun (Level 3)
The Level 3 Sentry Gun, between the proto and release, only had one minor change. The texture of a light was added in the release. The model in the proto is also higher poly than the release model.
The Level 3 Sentry Gun's normal map also underwent some minor changes between proto and release.
Backgrounds of both images have been colored for visual clarity. Click to view the proper versions without the background color.
Teleporter
There are no texture differences for the Teleporter, although the model is higher poly compared to the release model.
Prototype |
Final |
---|
![TF2Proto Teleporter3D.png](/images/thumb/6/6a/TF2Proto_Teleporter3D.png/256px-TF2Proto_Teleporter3D.png) |
![TF2Final Teleporter3D.png](/images/thumb/e/e5/TF2Final_Teleporter3D.png/256px-TF2Final_Teleporter3D.png) |
Early Weapon Textures
Grenade Launcher Viewmodel
The texture for models/weapons/v_models/v_grenadelauncher_demo.mdl in the proto was much darker compared to the final.
Prototype |
Final |
---|
![materials/models/weapons/v_grenadelauncher/v_grenadelauncher.vtf](/images/thumb/a/a8/TF2Proto_GrenadeLauncher.png/192px-TF2Proto_GrenadeLauncher.png) |
![materials/models/weapons/v_grenadelauncher/v_grenadelauncher.vtf](/images/thumb/9/98/TF2Final_GrenadeLauncher.png/192px-TF2Final_GrenadeLauncher.png) |
Prototype |
Final |
---|
![TF2Proto GrenadeLauncher3D.png](/images/thumb/f/f9/TF2Proto_GrenadeLauncher3D.png/256px-TF2Proto_GrenadeLauncher3D.png) |
![TF2Final GrenadeLauncher3D.png](/images/thumb/d/d3/TF2Final_GrenadeLauncher3D.png/256px-TF2Final_GrenadeLauncher3D.png) |
Early RED Bottle
Seen in the bucket icons, this texture was not in any public release builds. As for the matching BLU team texture, it has always been in the game files.
Early Prop Textures
Train Textures
Several alternate train textures were found in materials/models/props_skybox in the proto. These textures were meant for the skybox train models located in models/props_skybox in both the proto and final. They ended up being removed in the final as the skybox models were most likely made to utilize the textures from props_vehicles instead (need to verify this). Some are almost identical to textures from props_vehicles so for the purposes of the comparison below, the proto textures are from props_skybox, and the final textures are from props_vehicles. What is strange is that these props_skybox textures have several differences to their props_vehicles counterparts.
- Proto train_tankcar.vtf is darker in shade than the final.
Prototype |
Final |
---|
![materials/models/props_skybox/train_tankcar.vtf](/images/thumb/0/0d/TF2Proto_TrainTankCar.png/192px-TF2Proto_TrainTankCar.png) |
![materials/models/props_vehicles/train_tankcar.vtf](/images/thumb/f/f8/TF2Final_TrainTankCar.png/192px-TF2Final_TrainTankCar.png) |
Prototype |
Final |
---|
![TF2Proto TrainTankCar3D.png](/images/thumb/f/fb/TF2Proto_TrainTankCar3D.png/200px-TF2Proto_TrainTankCar3D.png) |
![TF2Final TrainTankCar3D.png](/images/thumb/1/1b/TF2Final_TrainTankCar3D.png/200px-TF2Final_TrainTankCar3D.png) |
- Proto train_flatcar_leveltop.vtf is considerably darker than the final and also has some variances in details.
Prototype |
Final |
---|
![materials/models/props_skybox/train_flatcar_leveltop.vtf](/images/thumb/a/aa/TF2Proto_TrainFlatCarLevelTop.png/192px-TF2Proto_TrainFlatCarLevelTop.png) |
![materials/models/props_vehicle/train_flatcar_leveltop.vtf](/images/thumb/6/65/TF2Final_TrainFlatCarLevelTop.png/192px-TF2Final_TrainFlatCarLevelTop.png) |
Prototype |
Final |
---|
![TF2Proto TrainFlatCarLevelTop3D.png](/images/thumb/4/41/TF2Proto_TrainFlatCarLevelTop3D.png/200px-TF2Proto_TrainFlatCarLevelTop3D.png) |
![TF2Final TrainFlatCarLevelTop3D.png](/images/thumb/9/93/TF2Final_TrainFlatCarLevelTop3D.png/200px-TF2Final_TrainFlatCarLevelTop3D.png) |
- Proto train_boxcar_noladder.vtf is darker compared to the final, and the stenciled words "KEEP OFF" got lowered a bit on the final texture.
- Proto train_boxcar_blue_noladder.vtf is missing the BLU team logo, the vertical "BLU" text, and all stenciled lettering/numbering seen on the final texture.
- The only difference between the proto and final train_enginecar.vtf and train_orecar.vtf are that the proto textures are 2048x2048, whereas the final textures are 512x512, resulting in the final looking blurrier.
Hydro Construction Light
A construction light prop for the Hydro map had a much different, simpler texture in the proto. The proto texture's size is only 512x512 while the final texture is 1024x1024.
Prototype |
Final |
---|
![materials/models/props_hydro/construction_light.vtf](/images/thumb/b/bb/TF2Proto_HydroConstructionLight.png/192px-TF2Proto_HydroConstructionLight.png) |
![materials/models/props_hydro/construction_light.vtf](/images/thumb/3/36/TF2Final_HydroConstructionLight.png/192px-TF2Final_HydroConstructionLight.png) |
Hydro Power Substation
A power substation prop for the Hydro map. There's a slight difference in brightness between the proto and final.
Prototype |
Final |
---|
![materials/models/props_hydro/small_substation1.vtf](/images/thumb/7/71/TF2Proto_HydroSubstation.png/192px-TF2Proto_HydroSubstation.png) |
![materials/models/props_hydro/small_substation1.vtf](/images/thumb/8/8f/TF2Final_HydroSubstation.png/192px-TF2Final_HydroSubstation.png) |
Prototype |
Final |
---|
![TF2Proto HydroSubstation3D.png](/images/thumb/8/80/TF2Proto_HydroSubstation3D.png/192px-TF2Proto_HydroSubstation3D.png) |
![TF2Final HydroSubstation3D.png](/images/thumb/a/a4/TF2Final_HydroSubstation3D.png/192px-TF2Final_HydroSubstation3D.png) |
2Fort Silo Cluster
The proto texture for the models models/props_2fort/silo_cluster01a.mdl and silo_cluster01b.mdl features the Happy Farmers Cooperative logo as seen in early trailers and screenshots, which was removed from the texture in the final for unknown reasons.
Prototype |
Final |
---|
![materials/models/props_2fort/silo_cluster01a.vtf](/images/thumb/9/9a/TF2Proto_2FortSiloCluster.png/192px-TF2Proto_2FortSiloCluster.png) |
![materials/models/props_2fort/silo_cluster01a.vtf](/images/thumb/a/a4/TF2Final_2FortSiloCluster.png/192px-TF2Final_2FortSiloCluster.png) |
Prototype |
Final |
---|
![TF2Proto 2FortSiloCluster3D.png](/images/thumb/f/f7/TF2Proto_2FortSiloCluster3D.png/256px-TF2Proto_2FortSiloCluster3D.png) |
![TF2Final 2FortSiloCluster3D.png](/images/thumb/b/b5/TF2Final_2FortSiloCluster3D.png/256px-TF2Final_2FortSiloCluster3D.png) |
2Fort Blast Door
The proto texture for the model models/props_2fort/blast_door.mdl features a safety sticker as was seen in early trailers and screenshots, which was removed from the texture in the final for unknown reasons. The sticker, while blurry and hard to read, says "NOTICE" "KEEP DOOR CLOSED".
Prototype |
Final |
---|
![materials/models/props_2fort/blast_door.vtf](/images/thumb/5/50/TF2Proto_2FortBlastDoor.png/192px-TF2Proto_2FortBlastDoor.png) |
![materials/models/props_2fort/blast_door.vtf](/images/thumb/1/19/TF2Final_2FortBlastDoor.png/192px-TF2Final_2FortBlastDoor.png) |
Prototype |
Final |
---|
![TF2Proto 2FortBlastDoor3D.png](/images/thumb/5/50/TF2Proto_2FortBlastDoor3D.png/192px-TF2Proto_2FortBlastDoor3D.png) |
![TF2Final 2FortBlastDoor3D.png](/images/thumb/f/fd/TF2Final_2FortBlastDoor3D.png/192px-TF2Final_2FortBlastDoor3D.png) |
The VMT for the model, materials/models/props_2fort/blast_door.vmt also uses a custom normal map that was removed in the final.
- Background of this image has been colored for visual clarity. Click to view the proper version without the background color.
2Fort Windows
The textures for four of the window models in models/props_2fort underwent changes between the proto and final. The four models are window001.mdl, window002.mdl, window003.mdl and window009.mdl. All four models only had one "lit up" skin in the proto. A second "lit up" skin of a slightly orangier tone was added in release. The final textures appear to have been switched to use grayscale for the "lit up" aspect as they instead utilize $selfillum and $selfillumtint to change the coloring of the windows whereas the proto relied simply on normal $selfillum without tinting and a pre-colored texture.
Spytech Satellite Dish
The texture for models/props_spytech/satellite_dish001.mdl in the proto appears to be a basic AO bake, while the final was obviously finalized.
Prototype |
Final |
---|
![materials/models/props_spytech/satellite_dish001.vtf](/images/thumb/8/8e/TF2Proto_SpytechSatelliteDish.png/192px-TF2Proto_SpytechSatelliteDish.png) |
![materials/models/props_spytech/satellite_dish001.vtf](/images/thumb/e/e3/TF2Final_SpytechSatelliteDish.png/192px-TF2Final_SpytechSatelliteDish.png) |
Prototype |
Final |
---|
![TF2Proto SpytechSatelliteDish3D.png](/images/thumb/c/ca/TF2Proto_SpytechSatelliteDish3D.png/192px-TF2Proto_SpytechSatelliteDish3D.png) |
![TF2Final SpytechSatelliteDish3D.png](/images/thumb/1/16/TF2Final_SpytechSatelliteDish3D.png/192px-TF2Final_SpytechSatelliteDish3D.png) |
Spytech Rocket Bottom
The textures for models/props_2fort/rocket002_bottom.mdl in the proto have a few minor differences compared to the final but the major difference is the lack of texturing on the inside of the bottom bits on the proto textures.
Spytech Computer Wall
The texture for models/props_spytech/computer_wall03.mdl got a slight update in the release to color some lights in.
Prototype |
Final |
---|
![materials/models/props_spytech/computer_wall03b.vtf](/images/thumb/9/9c/TF2Proto_ComputerWall03b.png/192px-TF2Proto_ComputerWall03b.png) |
![materials/models/props_spytech/computer_wall03b.vtf](/images/thumb/d/d9/TF2Final_ComputerWall03b.png/192px-TF2Final_ComputerWall03b.png) |
Prototype |
Final |
---|
![TF2Proto ComputerWall03b3D.png](/images/thumb/b/b4/TF2Proto_ComputerWall03b3D.png/100px-TF2Proto_ComputerWall03b3D.png) |
![TF2Final ComputerWall03b3D.png](/images/thumb/3/35/TF2Final_ComputerWall03b3D.png/100px-TF2Final_ComputerWall03b3D.png) |
As well, a minor change to the materials/models/props_spytech/computer_radar.vtf texture was found between this build and release. The proto texture was more grainier looking compared to the final. This texture would be visible on other computer_wall models in the props_spytech folder.
Prototype |
Final |
---|
![materials/models/props_spytech/computer_radar.vtf](/images/thumb/0/08/TF2Proto_SpytechComputerWallRadar.png/128px-TF2Proto_SpytechComputerWallRadar.png) |
![materials/models/props_spytech/computer_radar.vtf](/images/thumb/9/90/TF2Final_SpytechComputerWallRadar.png/128px-TF2Final_SpytechComputerWallRadar.png) |
Spytech Roof Beam
The texture for models/props_2fort/spytech_roofbeam01.mdl in the proto has a few differences compared to the final. The proto texture cannot be swapped onto the final model either due to different UV mapping; you have to use the proto model with the proto texture for it to display correctly.
Prototype |
Final |
---|
![materials/models/props_2fort/spytech_roofbeam001.vtf](/images/thumb/c/c5/TF2Proto_2FortSpytechRoofBeam.png/192px-TF2Proto_2FortSpytechRoofBeam.png) |
![materials/models/props_2fort/spytech_roofbeam001.vtf](/images/thumb/0/0e/TF2Final_2FortSpytechRoofBeam.png/100px-TF2Final_2FortSpytechRoofBeam.png) |
Prototype |
Final |
---|
![TF2Proto 2FortRoofBeam3D.png](/images/thumb/2/23/TF2Proto_2FortRoofBeam3D.png/256px-TF2Proto_2FortRoofBeam3D.png) |
![TF2Final 2FortRoofBeam3D.png](/images/thumb/5/59/TF2Final_2FortRoofBeam3D.png/256px-TF2Final_2FortRoofBeam3D.png) |
Trainyard Skylight
The texture for models/props_trainyard/window_skylight001.mdl in the proto appears to be a basic AO bake, while the final was obviously finalized.
Prototype |
Final |
---|
![materials/models/props_trainyard/window_skylight001.vtf](/images/thumb/f/fe/TF2Proto_TrainyardSkylight.png/192px-TF2Proto_TrainyardSkylight.png) |
![materials/models/props_trainyard/window_skylight001.vtf](/images/thumb/c/cf/TF2Final_TrainyardSkylight.png/192px-TF2Final_TrainyardSkylight.png) |
Prototype |
Final |
---|
![TF2Proto TrainyardSkylight3D.png](/images/thumb/c/c7/TF2Proto_TrainyardSkylight3D.png/192px-TF2Proto_TrainyardSkylight3D.png) |
![TF2Final TrainyardSkylight3D.png](/images/thumb/d/d9/TF2Final_TrainyardSkylight3D.png/192px-TF2Final_TrainyardSkylight3D.png) |
Trainyard Roof Truss
The texture for models/props_trainyard/window_skylight001.mdl in the proto appears to be a basic AO bake, while the final was obviously finalized as well as re-laid out to not have so much empty unused space.
Prototype |
Final |
---|
![materials/models/props_trainyard/roof_truss001.vtf](/images/thumb/5/58/TF2Proto_TrainyardRoofTruss.png/192px-TF2Proto_TrainyardRoofTruss.png) |
![materials/models/props_trainyard/roof_truss001.vtf](/images/thumb/1/16/TF2Final_TrainyardRoofTruss.png/192px-TF2Final_TrainyardRoofTruss.png) |
Prototype |
Final |
---|
![TF2Proto TrainyardRoofTruss3D.png](/images/thumb/5/59/TF2Proto_TrainyardRoofTruss3D.png/256px-TF2Proto_TrainyardRoofTruss3D.png) |
![TF2Final TrainyardRoofTruss3D.png](/images/thumb/2/23/TF2Final_TrainyardRoofTruss3D.png/256px-TF2Final_TrainyardRoofTruss3D.png) |
Mining Trusses
Several models/props_mining truss models underwent some changes between the proto and final, ranging from new textures to having the model modified to add more bolts.
First we have models/props_mining/truss004.mdl. There's a change in UV layout and general texturing, but the model appears identical between builds.
Prototype |
Final |
---|
![materials/models/props_mining/truss004.vtf](/images/thumb/9/98/TF2Proto_MiningTruss004.png/192px-TF2Proto_MiningTruss004.png) |
![materials/models/props_mining/truss004.vtf](/images/thumb/e/e3/TF2Final_MiningTruss004.png/192px-TF2Final_MiningTruss004.png) |
Prototype |
Final |
---|
![TF2Proto MiningTruss0043D.png](/images/thumb/2/29/TF2Proto_MiningTruss0043D.png/256px-TF2Proto_MiningTruss0043D.png) |
![TF2Final MiningTruss0043D.png](/images/thumb/5/52/TF2Final_MiningTruss0043D.png/256px-TF2Final_MiningTruss0043D.png) |
Next up, models/props_mining/truss001_256.mdl. The final texture was heavily modified and resized to 1024x1024, where the proto is 512x512. Also of note is the update to the model to add bolts where there were none before.
Prototype |
Final |
---|
![materials/models/props_mining/truss001_256.vtf](/images/thumb/1/1e/TF2Proto_MiningTruss001256.png/192px-TF2Proto_MiningTruss001256.png) |
![materials/models/props_mining/truss001_256.vtf](/images/thumb/c/cf/TF2Final_MiningTruss001256.png/192px-TF2Final_MiningTruss001256.png) |
Prototype |
Final |
---|
![TF2Proto MiningTruss0012563D.png](/images/thumb/a/a2/TF2Proto_MiningTruss0012563D.png/256px-TF2Proto_MiningTruss0012563D.png) |
![TF2Final MiningTruss0012563D.png](/images/thumb/4/4d/TF2Final_MiningTruss0012563D.png/256px-TF2Final_MiningTruss0012563D.png) |
And finally, models/props_mining/truss001b_256.mdl. The texture between the proto and final is identical, but the final's model instead uses materials/models/props_mining/truss001_256.vtf. Also of note is the update to the model to add bolts where there were none before.
Prototype |
Final |
---|
![materials/models/props_mining/truss001b_256.vtf](/images/thumb/8/85/TF2Proto_MiningTruss001b256.png/192px-TF2Proto_MiningTruss001b256.png) |
![materials/models/props_mining/truss001b_256.vtf](/images/thumb/8/85/TF2Proto_MiningTruss001b256.png/192px-TF2Proto_MiningTruss001b256.png) |
Prototype |
Final |
---|
![TF2Proto MiningTruss001b2563D.png](/images/thumb/b/bc/TF2Proto_MiningTruss001b2563D.png/256px-TF2Proto_MiningTruss001b2563D.png) |
![TF2Final MiningTruss001b2563D.png](/images/thumb/e/e7/TF2Final_MiningTruss001b2563D.png/256px-TF2Final_MiningTruss001b2563D.png) |
Uniform Locker
The textures for models/props_gameplay/uniform_locker.mdl in the proto are quite different. The proto blue texture is significantly darker compared to the red texture, and the Spy's suits in the proto textures are based on very old textures of the Spy. There are also several other subtle differences between the proto and final.
Early Textures
Some texture differences for other various textures are present in this build.
Debris Chunk Sprites
A very minor change, three of the debris chunks in the final that are a darker shade of grey actually matched the other chunk colors in the proto.
(Backgrounds colored for visual clarity)
Early Glass Window Textures
The textures for materials/glass/glasswindow001a.vtf and glasswindow001b.vtf are different in the proto, but appear to have been simplified for the release. The proto textures clock in at 512x512, while the final's are 128x128.
Factory Label Sign Decal
A minor change to materials/signs/factory_label02.vtf was made in the final release to add what was potentially some text that was forgotten in the early version of the texture, on the bottom left hand side of the sign. The text reads "INSPECTED BY J & ASSOCIATES". The identity of "J" is a mystery.
Prototype |
Final |
---|
![materials/signs/factory_label02.vtf](/images/1/1d/TF2Proto_FactoryLabel02.png) |
![materials/signs/factory_label02.vtf](/images/4/40/TF2Final_FactoryLabel02.png) |
Electric Effect Sprite
An electrical effect sprite received a change in the final build, possibly to allow for it to be colored through other means. The proto version was pre-colored blue. The final version was also increased in size from 128x128 to 256x256.
Prototype |
Final |
---|
![materials/Effects/electric1.vtf](/images/1/10/TF2Proto_EffectElectric1.png) |
![materials/effects/electric1.vtf](/images/thumb/0/06/TF2Final_EffectElectric1.png/128px-TF2Final_EffectElectric1.png) |