If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:A Hat in Time (Windows, Mac OS X)/Prototype/Differences to the Final Game/Texture Differences

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Prototype/Differences to the Final Game.

Hmmm...
To do:
Document stuff.

Sub-Pages

AHatIntime health bg(Proto).png
HUD Graphics
Press X to attack!

Brick Road Texture

Prototype Alpha Beta/Final
AHatIntime road rock tex(ProtoCosmo).png
AHatIntime road rock normal(Proto).png
AHatIntime road rock tex(Alpha).png
AHatIntime road rock occlusion(Alpha).png
AHatIntime road rock tex(Final).png
AHatIntime road rock normal(Final).png

The common brick road texture for Mafia Town changed a few times during development, and gained its final appearance starting in the Beta builds. The Alpha builds are the only builds to use an occlusion map. The designs in the Prototypes and Alpha builds somewhat resembles the pattern of giraffes, which a bit of joke text exclusive to the Cosmo Prototype actually calls it.

Early Wood Textures

AHatIntime wood tex(Proto).png
AHatIntime wood normal(Proto).png
A very early design for wooden planks. The normal map is exclusive to the Prototype builds, while the other texture was present up through the Beta builds, but was deleted before the final game.

Brick Textures

Prototype/Alpha Beta/Final
AHatIntime bricks tex(Proto).pngAHatIntime bricks normal(Proto).png
AHatIntime factory bricks(Proto).png
AHatIntime bricks tex(Final).png
AHatIntime factory bricks(Final).png

The standard brick textures around Mafia Town in the Prototypes and the Alpha builds actually use a normal map, something the Beta builds and final game don't do. Additional detail was added to the brick textures in the Beta to remove the need for a normal map.

Skybox Clouds

AHatIntime horizontalclouds(Proto).png
Clouds that appear only in the Prototype builds. This texture is actually a mirrored and slightly edited cloud texture from Super Mario Galaxy.

Skybox Texture

AHatIntime skybox daylight2(Proto).png
A unique skybox texture that, much like the clouds above, only appears in the Prototype builds.

Balloon Designs

Proto/Alpha/Beta Final
AHatIntime airballoon(Proto).png
AHatIntime balloon2(Proto).png
AHatIntime balloon3(Proto).png
AHatIntime airballoon(Final).png
AHatIntime balloon2(Final).png
AHatIntime balloon3(Final).png

The designs of the hot air balloons floating around Mafia Town in all prerelease builds of the game differ from the final.

Grass Floor

Prototype Alpha Beta/Final
AHatIntime Grass(ProtoCosmo).png AHatIntime Grass(Alpha).png AHatIntime Grass(Final).png

The appearance of the grass floor texture in the Prototypes and Alpha builds differs from Beta builds and final game. Aside from being lower resolution, the appearance of the older grass texture is much more crusty with angular patterns, while the Beta's and final game's version uses an almost water color-like design.

Beach Sand

Prototype Alpha Beta/Final
AHatIntime sand seafloor tex(Proto).png
AHatIntime sand seafloor normal(Proto).png
AHatIntime sand seafloor tex(Alpha).png AHatIntime sand seafloor tex(Final).png

The texture for the beach sand once had a completely different look in builds prior to the Beta builds. The design is far more simplistic and stylized compared to the final game's. The version in the Prototypes compared to the one in the Alpha builds is slightly more pale, and also contains a normal map, which is exclusive to the Prototype builds.

Cafe Floor Tile Normal Map

Prototype Final (Modding Tools)
AHatIntime floortile normal(Proto).png AHatIntime floortile normal.png


The floor in the Seaside Spaghetti cafe uses a normal map, which is only used in the Prototype builds. A later version of the texture can be found in the final game's Modding Tools.

Blue Wood Fence Normal Map

AHatIntime wood blue fence normal(Proto).png
Another texture exclusive to the Prototypes is a normal map texture for the blue wood design seen on the bridges in Mafia Town.

Calk Plaster Floor Normal Map

AHatIntime calk plaster floor normal(Proto).png
A normal map for the checkered floor seen on bridges in Mafia Town. Again, it's exclusive to the Prototypes.

Tutorial Paint Graphics

AHatIntime spacejump(ProtoGoBiano).pngAHatIntime doublejump(ProtoGoBiano).png
AHatIntime ducktodive(ProtoCosmo).pngAHatIntime ctrlcrouch(Proto).png
AHatIntime wasdmov(Proto).png
Plastered around Mafia Town are various tutorial paint graphics that inform the player of the basic controls. These are not in the files for any version of the game outside of the Prototype builds. Starting with the Alpha builds, the game has a basic HUD menu that pops up at certain points in the levels that displays the controls. Note that the first two graphics are exclusive to the GoBoiano Prototype and the third graphic is exclusive to the Cosmo Prototype.

Stone Tablet Textures

Prototype Cosmo/Alpha Base Version Alpha Update 5/Beta Final
AHatIntime stone a(ProtoCosmo).png AHatIntime stone a(AlphaUpdate5).png AHatIntime stone a(Final).png

The stone tablet that is seen on 'Habboi Island' in Mafia Town has a few different designs across the builds. In Prototype Cosmo and the very first build of the Alpha, it contained additional text at the bottom of the stone that was removed from all future designs. By Alpha Update 5, the border around the text was thickened. In the final game, all of the text was completely removed.

Prototype Alpha/Beta/Final
AHatIntime stone base(Proto).png AHatIntime stone base(Final).png

The texture for the rock that the text appears on was also darkened between the Prototype builds and Alpha builds. It retained its design from the Alpha builds all the way to the final game.

Pot Texture

AHatIntime pot tex(Proto).png
The texture used by the scrapped pot model that is only present in the Prototype and Alpha builds.

Flat Wood Texture

Prototype Alpha/Beta/Final
AHatIntime flatwood tex(Proto).png AHatIntime flatwood tex(Final).png

A standard flat wood texture was brightened a bit after the Prototype builds.

Calk Plaster Floor Bridge Texture

AHatIntime calk plaster floor(Proto).png
A tiled texture used for the floors on the bridges in Mafia Town in the Prototype, Alpha, and Beta builds. The texture was replaced with a brand new texture for the final game, with this texture being completely deleted in the process.

Mafia HQ Wallpaper

AHatIntime wallpaper red(Proto).png
A unique design for the walls in Mafia HQ that is exclusive to the Prototype builds.

Cake Texture

AHatIntime cake(Proto).png
The texture used by the unique cake model, which is only found in the Prototype builds.

Crane Textures

Prototype Alpha/Beta/Final
AHatIntime crane(Proto).png
AHatIntime crane arm(Proto).png
AHatIntime crane(Final).png
AHatIntime crane arm(Final).png

The textures for the crane in Mafia Town were brightened up after the Prototype builds as well.

Flat Seagull Texture

AHatIntime seagull(Proto).png
A flat texture of a seagull, exclusive to the Prototype builds. Starting with the Alphas, it would be replaced by a full 3D model. In the final game, however, it would be changed back to a (different) 2D seagull texture.

Observatory Wall Texture

Prototype Alpha/Beta Final
AHatIntime observatory plain(Proto).png AHatIntime observatory plain(Alpha).png AHatIntime observatory plain(Final).png

The main wall texture for Thor's observatory originally was mostly a flat color, and is lighter than in later builds. This earlier brighter color matches the star texture for the walls that is only used in the Prototype builds, shown below (It can also still be found in the final game's Modding Tools). Between the Beta builds and final game, the stars in the texture were tweaked ever so slightly.


AHatIntime observatory.png

Lava Rock Mask Texture

Pre-Speedrun Final (Unused)
AHatIntime rock top alpha(Proto).png AHatInTime Rock top alpha.png

A masking texture for lava rocks that went unused in the final game had its resolution cut in half after the Beta builds.

Cave Rock Texture

AHatIntime cave rockwall01 texture(Proto).png
A texture that's used for the rocks in Mafia Town in the Prototypes, and would go on to be used in Subcon Well in the Beta builds and final game. The texture's name is different from all future builds it appears in, however. Its name in the Prototype builds is "cave_rockwall01_texure", while its later name is "cave_rockwall01".

Default Normal Map

AHatIntime normal default(Proto).png
A blank normal map texture, exclusive to the Prototypes.

Cafe Pictures

Prototype/Alpha Beta/Final
AHatIntime picture01(Proto).png
AHatIntime picture02(Proto).png
AHatIntime picture03(Proto).png
AHatIntime picture04(Proto).png
AHatIntime picture01(Final).png
AHatIntime picture02(Final).png
AHatIntime picture03(Final).png
AHatIntime picture04(Final).png

The paintings in the Seaside Spaghetti cafe in Mafia Town were completely changed in the Beta builds. All four paintings seem to originally have depicted the scrapped robo-bunny character, who is otherwise only seen in concept art for the game.

White Floor Tile Texture

Prototype Alpha Beta/Final
AHatIntime floortile white tex(Proto).png AHatIntime floortile white tex(Alpha).png AHatIntime floortile white tex(Final).png

The design of a white tiled floor texture changed across the early builds. In the Alpha builds, the texture was darkened quite a bit, and for the Beta builds and final game, the texture's design was changed completely, with less-defined patterns and shadows.

Horizon Island

Pre-Speedrun Final (Modding Tools)
AHatIntime)horizon mountain(Proto).png AHatIntime horizon mountain(Texture).png

The resolution for a texture for an island in the distance from Mafia Town was reduced after the Beta builds. This island, however, was scrapped for the final game, but its texture could be found in the Modding Tools. The model, however, is not in the Modding Tools.

Poison Air

Prototype Alpha/Beta/Final
AHatIntime poison air(Proto).png
AHatIntime poison air alpha(Proto).png
AHatIntime poison air(Final).png
AHatIntime poison air alpha(Final).png

The textures for the poison air circling around Mafia HQ had their resolution reduced after the Prototypes.

Slot Machine Textures

Prototype Alpha/Beta Beta Final
AHatIntime slot logo(Proto).png AHatIntime slot logo(Alpha).png AHatIntime slot logo2(Beta).png AHatIntime slot logo(Final).png
AHatIntime slot logo2(Final).png
AHatIntime slot scroll(Proto).png AHatIntime slot scroll(Alpha).png AHatIntime slot scroll2(Beta).png AHatIntime slot scroll(Final).png
AHatIntime slot main(Proto).png AHatIntime slot main(Alpha).png - AHatIntime slot main(Used).png

The textures for the Mafia HQ slot machines are included within the files for the Prototype builds, along with the model, due to being referenced in the slot machine's default properties. The textures themselves differ from the ones in the Alpha and Beta builds, and look even more different to the final game's. The logo for the slot machines says 'A Hat in Time' instead of 'Slot Machine', and features an overall simpler design. The machine itself is yellow, while future builds make the machines mostly grey.

Grass Straw Texture

Prototype Alpha/Beta/Final
AHatIntime grassstraw(Proto).png AHatIntime grassstraw(Final).png

The texture for the 'Wind Waker grass' was darkened after the Prototypes.

Mafia Tent Texture

Prototype Alpha/Beta/Final
AHatIntime mafiatent(Proto).png AHatIntime mafiatent(Final).png

The blue Mafia tent texture was brightened up after the Prototypes, appearing more washed-out.

Wood Blue Fence

Prototype Alpha/Beta/Final
AHatIntime wood blue fence tex(Proto).png AHatIntime wood blue fence tex(Final).png

The wood blue fence texture, used on some bridges in Mafia Town, was brightened up after the Prototype builds.

Hazard Warning Texture

Prototype Alpha/Beta/Final
AHatIntime pattern(Proto).png AHatIntime pattern(Final).png

A warning hazard texture was made brighter and more saturated after the Prototype builds.

Rope Texture

Pre-Speedrun Final
AHatIntime general rope tex(Proto).png AHatIntime general rope tex(Final).png

The resolution on the general rope texture was cut in half twice.

Watermelon Texture

Pre-Speedrun Final
AHatIntime watermelon tex(Proto).png AHatIntime watermelon tex(Final).png

The resolution for the watermelon's texture was cut in half twice for the final game.

Generic Wood Texture

Prototype/Alpha Beta Final
AHatIntime wood generic(Proto).png AHatIntime wood generic(Beta).png AHatIntime wood generic(Final).png

A simple wood texture used throughout the game had some really minor changes across builds. In the Beta, some slight details were removed, and the resolution was dropped in the final game.

Rock Hill Texture

Prototype Alpha Beta/Final
AHatIntime Mountainrock(Proto).png AHatIntime mountainrock(Alpha).png AHatIntime mountainrock(Beta).png

The texture for the rocky mountain areas of Mafia Town is quite different from the final game's, which is far more simplistic and uses a completely different art style. Compared to the Alpha's version, the version in the Prototypes is darker.

Cellar Props and Wine Stain

Pre-Speedrun Final
AHatIntime cellar props01(Proto).png
AHatIntime wine stain01(Proto).png
AHatIntime cellar props01(Final).png
AHatIntime wine stain01(Final).png

Both the textures for wooden barrels and a wine stain were both 4K in resolution before the final game.

Mafia Stool Texture

Prototype Alpha/Beta Final
AHatIntime mafia stool(Proto).png AHatIntime mafia stool(Alpha).png AHatIntime mafia stool(Final).png

The texture for the stools seen in Mafia Town and Mafia HQ had a minor design change for the Alpha and Beta builds, and the resolution was dropped for the final game.

Rooftop Tileset Textures

AHatIntime rooftop tileset1(Proto).png
AHatIntime rooftop tilset2(Proto).png

Prototype Alpha
AHatIntime rooftop tileset normal(Proto).png AHatIntime rooftop tileset normal(Alpha).png


The rooftops of the buildings in Mafia Town in the Prototype and Alpha builds use unique textures that are gone by the Beta builds. The normal map for this design changed a fair bit between the Prototypes and Alphas, gaining a lot more definition.

Blue Pillow and Dark Blue Pillow

Pre-Speedrun Final
AHatIntime darkbluepillow tex(Proto).png
AHatIntime bluepillow tex(Proto).png
AHatIntime darkbluepillow tex(Final).png
AHatIntime bluepillow tex(Final).png

The resolution for two textures called 'blue pillows' were cut in half twice as well.

Blue Calk Plaster

Prototype Alpha/Beta/Final
AHatIntime calk paint blue tex(Proto).png AHatIntime calk paint blue tex(Final).png

The blue paint calk plaster texture was brightened after the Prototype builds.

Calk Plaster Normal Map

Pre-Speedrun Final
AHatIntime)calk plaster normal(Proto).png AHatIntime calk plaster normal(Final).png

Again, the resolution of a normal map for calk plaster was drastically reduced. The original texture was 2K.

Non-Generic Calk Plaster Normal Map

Prototype Final
AHatIntime calk plaster normal(Proto MafiaTown).png AHatIntime calk plaster normal(Final MafiaTown).png

Another calk plaster map, this one dedicated to Mafia Town. Its design changed between the Prototype builds and the final game. This texture was absent from all Alpha, Beta, and Speedrun builds.

Subcon Tree Stump

Prototype/Alpha Beta Final
AHatIntime tree stump clean(Proto).png AHatIntime tree stump clean(Beta).png AHatIntime tree stump clean(Final).png

The early design for tree stumps in Subcon Forest is present in all builds that predate the Speedrun builds. The design of it is the same in the Prototypes and Alphas, but in the Beta builds the brown was brightened up a bit. In the final game, its design was overhauled to be purple and far more detailed.

Mushroom Stem

Pre-Speedrun Final
AHatIntime mushroom stem(Proto).png AHatIntime mushroom stem(Final).png

A significant amount of extra detail was added, including dark shading at the top of the texture.

Secret Level Sweets Textures

Prototype Cosmo Final
AHatIntime cake base01(ProtoCosmo).png
AHatIntime icing base01(ProtoCosmo).png
AHatIntime cake base01(Final).png
AHatIntime icing base01(Final).png
Prototype Cosmo Alpha
AHatIntime platform cookie diffuse01(ProtoCosmo).png AHatIntime platform cookie diffuse01(Final).png

The textures for a cake platform found in the Cosmo Prototype are much higher resolution than the ones in the final game, being 2K instead of 512x512. Note that the cake textures and platform were absent for all Alpha and Beta builds. The texture for the cookie platforms, however, was a whopping 4K in resolution. By the Alpha builds, this was cut down to 1024x1024.

Secret Level Cloud Texture

Prototype Alpha/Final (Modding Tools)
AHatIntime sky02(Proto).png AHatIntime sky02.png

One of the cloud textures in the background of the Secret Levels in the Prototype and Alpha builds is darker in the Prototypes compared to the version found in the Alphas and the final game's Modding Tools.

Footstep Texture

Prerelease Final
AHatIntime footstep(Proto).png AHatIntime footstep(Final).png

The texture for a player's footprint was made brown for the final game.

Toilet of Doom Wood

Prototype Alpha Beta Final
AHatIntime toilet wood(Proto).png AHatIntime toilet wood(Alpha).png AHatIntime toilet wood(Beta).png AHatIntime toilet wood(Final).png

The wood texture used on the older version of the Toilet of Doom once had completely differently-stylized texture for it, which is more reminiscent of the game's art style earlier in development. The Alpha's version of this texture is slightly desaturated in comparison, and the Beta's is blurred. The final game's, which is used for other things besides the unused older Toilet of Doom, gained a completely new texture boasting far more detail and a lower resolution.

Mafia Body Texture

Pre-Speedrun Final
AHatIntime mafia body texture(Proto).png AHatIntime mafia body texture(Final).png

Each Mafia in builds prior to the Speedrun builds had a body texture that was 4K in resolution. This was reduced in the Speedrun builds and final game down to 1024x1024.

Mafia Apron Textures

Pre-Speedrun Final
AHatIntime mafia apron tex(Proto).png AHatIntime mafia apron tex(Final).png

The texture on one of the aprons on the Mafia before the final game was also 4K in resolution.

Prototype Alpha/Beta/Final
AHatIntime mafia apron2 texture(Proto).png AHatIntime mafia apron2 texture(Final).png

The text was redrawn and "Mafia" was added to the design.

Light Plant Head Design

Prerelease Final (Modding Tools)
AHatIntime light plant head(Proto).png AHatIntime light plant head.png

The scrapped Light Plant enemies seen in all prerelease builds (except the Speedrun builds) had a taller stem and had white heads instead of purple ones. The older head design also does not depict them with tongues.

Mustache Girl Textures

Prerelease Final
AHatIntime mustachegirl facial idle exp(Proto).png
AHatIntime mustachegirl facial idle white(Proto).png
AHatIntime mustachegirl facial idle lashes(Proto).png
AHatIntime mustachegirl facial idle exp(Final).png
AHatIntime mustachegirl facial idle white(Final).png
AHatIntime mustachegirl facial idle lashes(Final).png

Mustache Girl's idle face and eyes were redrawn slightly for the final game, and the masking texture was adjusted as well.

Time Piece Wood Texture

Pre-Speedrun Final
AHatIntime hourglass wood(Proto).png AHatIntime hourglass wood(Final).png

The texture for the wood on the Time Pieces was originally 4K prior to the final game.

Umbrella Texture

Pre-Speedrun Final
AHatIntime Umbrella(Texture)(Proto).png AHatIntime Umbrella(Texture)(Final).png

An extremely minor change to the texture was made for the final game. The top-left part of the UV map had a slight adjustment. The textures are otherwise identical.

Hat Kid Textures

Prototype Final
AHatIntime hatkid body tex(Proto).png
AHatIntime hatkid body normal(Proto).png
AHatIntime hatkid body shine(Proto).png
AHatIntime hatkid body(Final).png

In the Prototypes, Hat Kid had a normal map and a "shine" texture, something no future builds of the game have at all. The texture for Hat Kid's body is also a completely different texture in its name, which is "hatkid_body_tex". All future builds of the game use "hatkid_body".

Prototype Alpha
AHatIntime) hatkid hat tex(Proto).png AHatIntime hatkid hat tex(Alpha).png

In the Prototype and Alpha builds of the game, Hat Kid's hat used a unique texture called 'hatkid_hat_tex'. Starting with the Beta builds, the hat just used the same texture as Hat Kid's body.

Prototype/Alpha Beta/Final
AHatIntime Hatkid facial angry exp(Proto).png AHatIntime hatkid facial angry exp(Final).png

The positioning of Hat Kid's mouth when angry was higher up in the Prototype and Alpha builds.