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A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Other Graphics/Sand 'n Sails, Alpine Skyline, and Time's End

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Modding Tools Content/Unused Graphics/Other Graphics.


Contents

Sand 'n Sails

Yardang Soil Texture

AHatIntime yardang soil.png
A texture for "yardang soil", according to the filename. Likely an early texture for the Yardang Boost Ramps that were meant to be used in Sand 'n Sails.

Sand 'n Sails Well Bricks

AHatIntime Well Bricks.png
The texture for the wells in Sand 'n Sails.

Progress Sign Stars

AHatIntime icon red(SNS).pngAHatIntime icon green(SNS).png
The star textures intended for the scrapped progress sign models at each Sand Island.

The Evening Zone

AHatIntime evening.png
A texture that appears to be a parody on The Twilight Zone. Most likely intended for Sand 'n Sails' Twilight Dungeon.

Grey TV Texture

AHatIntime tv base grey.png
A grey-scale version of the common TV texture seen in Mafia Town, found in a Sand 'n Sails asset package. Most likely meant to be used in the Twilight Dungeon somehow.

Twilight Dungeon Platform Pattern

AHatIntime genericplatform alpha.png
The texture used by the unique platform materials for Sand 'n Sails' Twilight Dungeon.

Twilight Dungeon Door Texture

AHatIntime door02 tex.png
The texture used by the white doors in the footage of Sand 'n Sails' Twilight Dungeon. By default, its doors have no textures applied.

Zipwire Sign Textures

AHatIntime zipline direction arrow.pngAHatIntime zipline direction arrowx.png
Two curious textures that are labelled for ziplines of some kind. Their import dates predate all other zipline-related assets, indicating they might've been intended for the green zipwires that were present in Sand 'n Alps. These two textures each had a material for them, but they've long since been deleted from the Modding Tools.


Alpine Skyline

Unused Earlier Horn Design

AHatIntime BigHorn512px.png
AHatIntime UnusedHornDesign.png
An unused, earlier design for the Horns in Alpine Skyline, showing a very different appearance. There's no glowing rims, the colors are completely different, and it doesn't seem to be set up to change colors at all.

Unused Alpine Skyline Basket Design

AHatIntime alps vase.png
AHatIntime AlpsVase(Model).png
An unused design for the baskets seen in Alpine Skyline, which should've been used, but wasn't, with the baskets instead using their design intended for Sand 'n Sails.


AHatIntime Snake Basket Difuse.png
AHatIntime SnakeBasketHUDTexture.pngAHatInTime decoration snake basket.png
There's also another texture in the Modding Tools that, when applied, makes the basket resemble its actual unused HUD icon!

Unused House Texture

AHatIntime alp house 02.png
No, this isn't used. The yellow houses in Alpine Skyline use a different texture in-game. The version they use has a resolution of 2048x4096, while this version is just 2048x2048.

Unfinished House Texture

AHatIntime house 4.png
A very plain, almost featureless texture, which claims in its filename to have been intended for a house in the level. Either this is a house design that was barely started, it was placeholder, or it was dummied-out.

Unused Hookpoint Map Texture

AHatIntime HookpointCompleteMap256px.png
Some kind of mapping texture for the wall-mounted hooks seen in some areas of the level.

Unused Flat Windmill Blade Textures

AHatIntime FanBlades512px.pngAHatIntime windsail 2.pngAHatIntime windsail broken 2.png
AHatIntime windsail.pngAHatIntime windsail broken.png
2D drawings of the main fan blades of The Windmill, most likely meant to be used from a distance in place of the actual models for the blades to save on polygons. In the final game, a flat LOD texture model is used instead of these. Some of these have a material made for them, with the broken ones having an animation for swinging back and forth.

Red Well Roof

AHatIntime Well Roof Alps(Current).png
A red roof texture, made specifically for Alpine Skyline. In-game, the wells in the level use the same color as the Subcon Well's roof.

Unused Mountain Horn Occlusion Map

AHatIntime mountain horn occlusion game.png

Used Unused
AHatIntime MountainHornFinal.png AHatIntime MountainHornUnused.png


An occlusion map texture for the giant horns seen on some mountains in the level. There's actually an unused material which uses this texture, and a comparison of the final's texture to the unused one can be seen above. The unused one appears much more white than the final's. The final material uses the diffuse map and normal map, while the unused one uses the occlusion map and the normal map.

Unused Twilight Bell Flag

AHatIntime twilight flag 01.png
An alternate design for the flags seen in the Twilight Bell, where all the flags normally use the same design. ...Could've added some variety.

Unused Bird Feather Flags

AHatIntime feather flags 02.png
AHatIntime feather flags 01.png
Bird feather "flags" most likely intended for the mountain areas before the Birdhouse. In the final game, there are bird feathers attached to poles like flags, but they just use the common bird feather texture instead.

Unused Lazy Paw Door Curtain Colors

AHatIntime cat door curtain r.pngAHatIntime cat door curtain p.png
Two alternate colors for the curtains seen in the Lazy Pawn mountain areas. In-game, all curtains use one color: orange.

Unused Cat Flags

AHatIntime Cat Flag Small.pngAHatIntime Cat Flag.png
Unused cat flags intended for the Lazy Paw mountains in the level.

Unused Bird Ribbon

AHatIntime bird flag 02(Current).png
An unused orange ribbon design with a bird motif, likely meant for the Birdhouse area of the level.

Unused Northern Lights Texture

AHatIntime northernlight night.png
A different northern light texture map from the one used in-game, with the filename specifying that it was intended to be used during The Illness Has Spread.

Used Unused
AHatIntime NorthernLightUsed.png AHatIntime NorthernLightUnused.png


The colors are slightly different, with more emphasis on purple rather than red or pink. Which makes sense, given the finale's color scheme.


Additionally, within the material for the northern lights is a couple of disconnected nodes that drastically change the color of the lights. Reconnecting them results in the lights assuming the colors below:

Used Unused
AHatIntime UnusedNorthernLightColorsFinal.png AHatIntime UnusedNorthernLightColorsUnused.png


The colors turn more green-yellow, although the unused version of the lights still has some purple visible in it.

Placeholder Stairs Texture

AHatIntime stairs(PlaceholderAlps).png
A placeholder texture for the spiraling stairs in the intro area of Alpine Skyline. Unknown if the letters on the left side are actually what the symbols on the stairs in-game represent, or if it was just a test.

Unused Wind Sock Designs

AHatIntime Flag2TGA512px.pngAHatIntime Flag3TGA512px.png
Two alternate designs for the wind socks that can be seen in the level.

Unused House Grass

AHatIntime HouseGrassPlanes.png
A black and white texture for grass, with the filename stating that it was intended to be used on the houses in the level. Below is an example of how the grass could've looked on the houses compared to its final appearance:
AHatIntime HouseGrassPlaneExample.png

Unused Mountain Decals

AHatIntime decals carving 04 tiled.png
AHatIntime decals carving 05 tiled.png
AHatIntime decals carving 06 tiled.png
AHatIntime decals carving 08.png
AHatIntime decals paintings 01.png
AHatIntime decals paintings 01 tiled.png
Mountain carvings and paintings meant to adorn mountains in Alpine Skyline that weren't used.

Stone Square Decal Texture

AHatIntime stone square(Current).png
A stone pattern, most likely intended for the Twilight Bell, given its coloring (or lack thereof).

Unused Animated Tree Decal

AHatIntime foliage1 layer1.pngAHatIntime foliage1 layer2.png
AHatIntime foliage1 layer3.pngAHatIntime foliage1 layer4.pngAHatInTime AlpsAnimatedDecal.gif
Textures for an unused animated tree decal. Each layer moves independently, giving the effect that it's blowing in the wind. Given that this decal used a whopping four 512x512 textures, it's not too surprising that it wound up unused.

Habboi Land

AHatIntime alp gate flag(Habboi).png
AHatintime HabboiLandGate.png
A texture for an alternate design for the gates, which displays...."Habboi Land", almost certainly an inside joke.

Early Windmill Parts Design

AHatIntime RefineryWheel2048px.png
AHatIntime UnusedWindmillPartsDesign.png
An early design for components inside The Windmill, with an early art style seen in some prerelease screenshots. The unused Refinery Guide model is used here to show the texture as an example. The symbol in the center is blue instead of green, as well.

Early Corruption Flower Texture

Early Final
AHatIntime Flower(AlpsEarly).png AHatIntime evil flower(Original).png


The earlier design for the flower is rougher and less defined. The resolutions of both match, but the final's was reduced in late 2018.

Early Zipline Tree Design

AHatIntime tree zipline.png

Early Final
AHatIntime EarlyZiplineTreeDesign.png AHatIntime ZiplineTree(Final).png


A quite unpolished and unfinished version of the texture for Zipline Trees. The bells aren't metallic, the sail texture on the top is slightly different in design, and the cloth lacks any detail at all, but actually shows that the cloth was meant to be two different colors originally. In the final, the cloth along the trunk of the tree is always one color.

Early Tall Rock Statue Design

AHatIntime TallRock512px.png

Early Final
AHatIntime EarlyTallStatueDesign.png AHatIntime TallStatue(Final).png


An early design for the taller stone statues in the level, again following the same early art style as the early Windmill components texture above. The horns at the top of the statue have a different pattern.

Early Goat Lava Statue Design

AHatIntime GoatLavaStatue1024px.png

Early Final
AHatIntime EarlyLavaStatueDesign.png AHatIntime GoatLavaStatue(Final).png


It's the lava goat statue's turn for its early art style texture.

Early Blue Statue Design

AHatIntime BlueStatue512px.png

Early Final
AHatIntime EarlyBlueStatueDesign.png AHatIntime BlueStatue(Final).png


An early art style design for the blue statues seen in the level. The horns once again have a different pattern, and the symbols on the bottom of the statue are much darker than in the final game. This texture could be seen in prerelease screenshots.

Early Turning Statue Design

AHatIntime TurningStatue1024px.png

Early Final
AHatIntime EarlyTurnStatueDesign.png AHatIntime TurningStatue(Final).png


The rope and horns have different patterns, the red on the ribbons is brighter, and the inner parts of the bottom half of the statue are darker than the final's.

Early Windmill Tower Design

AHatIntime windmill ext.png

Early Final
AHatIntime EarlyWindmillExteriorDesign.png AHatIntime WindmillExterior(Final).png


The early design of The Windmill's tower has the shadows as part of the texture itself, and the appearance of the tower itself is much more white, while the final's is grey. There's also parts of the early texture that have designs for structures in the middle of the holes in the tower, something that the final game's model doesn't have.

Early Water Container Design

AHatIntime WContainer1024px.png

Early Final
AHatIntime EarlyWaterContainerDesign.png AHatIntime WaterContainer(Final).png


The wood is less detailed, the ribbon has a slightly different pattern and does not tile properly on the bottom ribbon, the rope has a different design, and the cork textures use a different and less-detailed design.

Early Cat Rock Design

AHatIntime cat rock.png

Early Final
AHatIntime EarlyCatRockDesign.png AHatIntime CatRock(Final).png


The stone is darker and lacks shading. The paint is a solid color instead of a gradient, and the detail of the paint dripping down the rock is also absent.

Early Cat Flap Design

AHatIntime cat flap.png

Early Final
AHatIntime EarlyCatFlapDesign.png AHatIntime CatFlap(Final).png


Although very similar, the early version lacks some details that the final version has, the rope actually appears to be higher quality in the early version, and the wood isn't as defined compared to the final's. The wood on the backside is also much darker than the final game's.

Early Twilight Cube Design

AHatIntime TwilightCube512px.png

Early Final
AHatIntime EarlyTwilightCubeDesign.png AHatIntime TwilightCube(Final).png


The early texture has small outlines around most the shapes, the shape used at the edges of the cube is positioned differently, the goat lacks eyes, and the symbols on top are darker.

Early Twilight Dial Design

AHatIntime TCubeDial512px.png

Early Final
AHatIntime UnusedEarlyTwilightCubeDialDesign.png AHatIntime TwilightCubeDial(Final).png


The shading on the earlier version is very basic, the cloth doesn't use a gradient, the pattern on the left-most cloth doesn't display properly, and the patterns on the stone are completely different.

Early Twilight Arch Designs

AHatIntime arch 01.png

Early Final
AHatIntime EarlyAlpsArch1Design.png AHatIntime AlpsArch1Final.png


AHatIntime arch 02.png

Early Final
AHatIntime EarlyAlpsArch2Design.png AHatIntime AlpsArch2Final.png


The early arches have considerably less detail than the final versions. The resolution of both early textures is 4K, whereas the final versions are rectangular and are 1024x2048 and 2048x1024. The second arch, however, had a resolution of 2048x4096 before late 2018.

Early Twilight Gate Design

AHatIntime arch gate.png

Early Final
AHatIntime EarlyAlpsGateDesign.png AHatIntime AlpsGateFinal.png


The early gate's appearance is more grey than white, and is less detailed. There also doesn't appear to be any wooden parts of the gate in the early version. Its resolution is 4K, whereas the final's is 2K.

Early Twilight Pillars Design

AHatIntime pillar.png

Early Final
AHatIntime EarlyTwilightPillarsDesign.png AHatIntime TwilightPillarsFinal.png


The earlier version is less detailed, but higher resolution. It's 4K versus 1024x1024. Notice a pattern?

Unused Flower Podium Design

AHatIntime FlowerPodium1024px.png

Early Final
AHatIntime UnusedPodiumDesign.png AHatIntime Podium(Final).png


An unused, earlier design for the podiums the Corruption Flowers appear on in the final game, with it lacking any kind of corrupt aesthetics.

Early Small Corruption Flower Design

AHatIntime alp flower evil.png

Early Final
AHatIntime EarlySmallCorruptionFlowerDesign.png AHatIntime SmallCorruptionFlower(Final).png


Most of the early design differences here for the small Corruption Flowers is just that it's less detailed. The final's flower design is also much shinier.

Early Corruption Flower Design

AHatIntime CorruptionFlwr1024px.png

Early Final
AHatIntime EarlyCorruptionFlowerDesign.png AHatIntime CorruptionFlower(Final).png


An early design for the Corruption Flowers. The colors of the petals are a solid purple colors instead of a gradient, the very bottom of the plant isn't dark, and the flat weeds sticking out of the top of the plant have a cartoonish appearance with heavy outlines.


Time's End

Unused Stain Glass Designs

AHatIntime Stainglass Design 2.pngAHatIntime Stainglass Design 3.pngAHatIntime Stainglass Design 4.png
AHatIntime Stainglass Design 5.pngAHatIntime Stainglass Design 6.png
Five high-quality stain glass designs meant for the interior of Mustache Girl's castle that, sadly, went unused. In each corridor of the castle, there are two stain glass windows, all of which use the same design (A Time Piece). There are just enough stain glass windows in the level to use each of these designs as well as the design used in the final game.

Unused Higher Resolution Flamethrower Texture

AHatIntime MuFlmThrwr1024px.png
A higher resolution texture for the flamethrower traps in Mustache Girl's castle, being 1024x1024. In-game, a 512x512 variant is used instead.

Unused Early Ticket Machine Texture

AHatIntime TicketMachine512px.png

Early Final
AHatIntime EarlyTicketMachineDesign.png AHatIntime TicketMachineFinal.png


The early design has more faded, basic-looking text, number, and arrows. The gold parts of the machine are also less shiny. The pattern and design of the bricks on the side of the machine are different. Its resolution is smaller than the final's, being 512x512. The final version's resolution is 1024x1024.

Early Lava Bowl Design

AHatIntime Lava Bowl Dif.png

Early Final
AHatIntime EarlyLavaBowlDesign.png AHatIntime LavaBowlFinal.png


The final version has more detail than the early version, and gains a nifty Time Piece design pattern. The early version has a gold ring that is absent in the final version. The coloring is darker in the final.

Unused Molten Platform Design

AHatIntime castle platform base molten.png
An unused molten platform intended for somewhere in Mustache Girl's castle. It has its own material, which makes the lava cracks glow.

Unused White Walls

AHatIntime Castle wall white.pngAHatIntime Castle wall white charred.png
Unused white walls for the interior of the castle, one of them being charred. Given the dark color scheme of the level, these probably wouldn't fit in very well with the rest of the graphics. For some reason, the charred version of the wall is 4K, while the normal version is only 1024x1024.

Unused Carpet

AHatIntime MU Castle Carpet Circle.png
An unused carpet for the castle, possibly intended for the throne room.

Unused Throne Textures

Several unused textures, all meant for Mustache Girl's throne.


AHatIntime Mu Throne Deco.pngAHatIntime Mu Throne Deco NRM.png
These two are rather odd. They're labelled as decorations for the throne, but the design of the throne doesn't accommodate them at all. It's possible these are leftover from an early design of the throne.

AHatIntime Mu Throne Mask.png
A masking texture for the little adornments the throne has. Purpose unknown.

AHatIntime new Leather Glossiness.png
A masking texture for the throne's leather parts, apparently for glossiness according to the filename.


Time's End (Bookstore)

Although the bookstore level was scrapped, a small handful of its assets were used elsewhere in the game. The majority of its assets, however, weren't so lucky. Practically all of the assets available for the level in the Modding Tools were used in the Alpha and Beta builds. Almost all of its textures are still used on the models they were made for, but there's a few that don't have an assigned model, and will be listed here.

Books

AHatIntime book 02(Bookstore).pngAHatIntime book 03(Bookstore).pngAHatIntime book 04(Bookstore).png
AHatIntime book 05(Bookstore).pngAHatIntime book 06(Bookstore).png
Five alternate book designs that could be seen in windows in the level.

Lamp Height Map

AHatIntime Bookstore Lampost Height.png
An unused height map for the lamps made for the bookstore, which are used in Blue Rifts.

Road Map Textures

AHatIntime Bookstore Road Height.pngAHatIntime Bookstore Road Spec.png
Two unused map textures for the bookstore's streets, being a height map and a specular map, respectively.

Test Texture

AHatIntime Texture2D 1.png


A purely white, pretty much test texture that is 256x256 in resolution. Unknown purpose.

Early Cubemap

AHatIntime Bookstore01PosY.pngAHatIntime Bookstore01NegX.pngAHatIntime Bookstore01NegY.pngAHatIntime Bookstore01PosX.png
AHatIntime Bookstore01NegZ.pngAHatIntime Bookstore01PosZ.png
An early cubemap for the scrapped Winter Bookstore area seen in the Alpha and Beta builds! The level isn't as shiny as it was in the prerelease builds, multiple models are untextured, the fountain does not exist yet and instead uses placeholder models, there's two Hat Kids for some reason, and there's no snow on the ground.