A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Materials/Subcon Forest
This is a sub-page of A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Materials.
Forest
In addition to all of the other beehive materials, there's a blue beehive material that isn't used by any of the unused beehive objects.
Two alternate colors for the bomb range model that appears when a bomb egg enemy activates in Alpine Skyline. However, the bomb range model was originally created for Subcon Forest, as they were made for the scrapped Shromb enemy. The materials do not pulse, unlike the material used in the final game.
An early design for the bonfire trails that lead to the paintings for each bonfire. The design is completely different; the final game's design is purple with thousands of miniature souls in the trails, while the early version is a bright red wavy beam-like appearance.
The material used by the unused placeholder leaf platform model.
A material called "Collectible Glow", indicating it was meant for a collectible item somewhere in Subcon Forest. It's a dark purple color, which is a cast contract to other collectible materials in the game.
The unused material for the unused post process effect for forest fire smoke. In the final game, this effect became a particle in the final game.
Two unused Light Plant materials, making its head and spiky mane yellow instead of purple. Unknown purpose.
An unused material for a mossy area of Subcon Forest, intended to be used around areas with puzzles. Moss around puzzles in the forest is a concept seen in footage from February 27 2016, and does not appear in the final game. There are a few parameters inside the material that can be modified to add holes to the moss, as well as allow it to blend with certain areas of the forest, like the fiery area and the scrapped blue area:
The unused skull emitter texture, now colored.
Two unused skybox designs for the forest. The first one could be seen in Prototype, Alpha, and early Beta footage of the level. The second one is a skybox design that appears to predate even the Prototypes!
Five unused materials for some kind of fence, according to their filenames. None are set up to be used with Dweller effects. Unknown purpose.
A material that, according to its filename, is meant to be a mushroom head material that doesn't glow. ...Given its appearance, that seems to be a lie.
A reference material, according to its filename, for lit ground grass.
A basic ice material design that wasn't used.
Two materials related to bad chocolate, with the first one having been used in an unused and removed particle. Both of these materials have long since been removed from the Modding Tools.
An unused material for an ice spider, something not seen anywhere in the final game. Might've been intended to appear on the route to Vanessa's manor at one point.
A solid color material apparently meant for some kind of leaf, according to the filename.
A stretched-out material for moss.
Green water. Can be seen in Prototype and early Alpha footage of Subcon Village.
Manor
Three unused carpet designs. Given the limited level design of the manor, there probably just wasn't enough space to fit all of the carpets made for the level.
Two unused Dweller decal materials meant for the manor.
A material for keys called "key silver". Even so, the color of it is still gold.
A decal material of the unused picture of a key.
An unused shinier version of the material used by Vanessa's shower.
A strange material called "Shower Mist". Given its filename, it was most likely related to Vanessa's shower in some way, but its purpose is unknown.
A material for a cracked mirror in a hallway. Used in prerelease builds.
A material leftover from a very old scenario on the scrapped 3rd floor of Vanessa's manor. Originally, before chasing Snatcher Kid around, it seems Hat Kid was going to use the flashlights to attack Queen Vanessa! This is supported by unused, leftover Kismet programming in the Alpha and Beta builds. This material, called "Queen Burn", would likely have been used on her model when the final flashlight hit was dealt to her.
A decal material that shows the unused layer of a texture that uses color channels to display different images. The other two layers used by this texture were used elsewhere, but the third one here was never used anywhere.
Three more decal materials relating to Snatcher, with the last two using an unused texture with color channels, much like the above.
The material for the health regen particle used by Snatcher Kid in the Alpha and Beta builds.
Two debug materials that use unused textures to debug the frames of 2D snatcher's animations.
2D Snatcher talking. Used in the Alpha and Beta builds. A material for his appearance animation is also present, but does not animate past the first frame.
A weird-looking material with the name "Snatcher Materialize". Might've been related to Snatcher appearing somewhere. This material has long since been removed from the Modding Tools.
The material used by Vanessa's victims in the Alpha builds of the game, where she turned her victims to stone instead of freezing them.
A scene capture material apparently intended for a TV in the level. No scene capture materials are used anywhere in the level in any version of it except for mirrors.