Killing Floor Unused Models
Killing Floor's static mesh packages hold a lot of models that never show up in the game: earlier versions of weapons, pieces of items that were later merged into one, gore that was switched off, and props built for maps that ended up not using them. This page goes through them package by package. It is part of our Killing Floor cut content series.
A weapon mesh opened in the Animations browser of the KF Editor. Static meshes can be browsed the same way in the Static Meshes browser.
Weapon models
IJC weapon pack: the original mutator version
Tripwire accidentally shipped the original static meshes of the IJC weapons (package IJCWeaponPackStaticsW2). They belong to the first, whitelisted weapon pack mutator. These are not the models from the later official release: they have their own textures, more detail and a few small differences.
The FAL, without the ACOG sight.
The KSG, with far more modeled detail than the final version.
The M7A3, with some model corruption and missing faces.
The M99, a very good-looking model.
The MK23, with the hammer down.
Extra Mac-10 models
There are two extra Mac-10 models. One is almost identical to the normal one but has broken arm materials. The other has no gun material, and its silencer sits behind the view model. Maybe an unsuppressed Mac-10 was planned at some point.
The duplicate Mac-10.
The Mac-10 without a silencer.
Separate ZED-GUN parts
In the final Moonbase map every collectible is the same generic capsule that holds a ZED-GUN part. The ZED_Pieces static mesh package, however, has every piece of the ZED-GUN as its own model, so they were probably meant to be collected separately. Some pieces are tiny and would be hard to spot, which may be why the idea was dropped. Every single piece also has its own name:
Barumacetic Anticorrosive Fusion Shield 01.
Barumacetic Anticorrosive Fusion Shield 02.
Barumacetic Anticorrosive Fusion Shield 03.
Clutch Guard.
Fetzer Stablizer.
Fuel Sceptre Cradle.
Full Port Alternator Screen. It does not use the real screen texture and has no material slot for it.
Grip.
Left Engine Alignment Frame.
Non Linear Hex Clutch.
Plectonial Collider Conduit 01.
Plectonial Collider Conduit 02.
Pre Ambulatory Swamper Valve.
Radiated Fuel Sceptre.
Right Engine Alignment Frame.
Rotary Vortex Engine.
Gore
Early Clot gibs
The files contain earlier, more detailed Clot gibs: the head split into several pieces. They lack a proper blood material on the inside and just use the regular Clot material, which does not look right, and that is probably why they were cut. The ZombieClot class still has commented-out lines that precache these models.
clothead_piece_1
clothead_piece_2
clothead_piece_3
clothead_piece_4
clothead_piece_5
clothead_piece_6
Circus Gorefast head
The Sword Swallower (the circus Gorefast) has a severed head mesh. It was most likely left out for looks: in gameplay the circus Gorefast can be decapitated, but visually it keeps its head.
The Sword Swallower's severed head.
Unused 3D blood splash
The kf_gore_trip_sm package contains 3D blood splash models. The KFBloodPuff class references them in a large, fully commented-out block labeled "KF Blood Spray (normal shot effect) New 3d Style Style". They were apparently meant to appear when you shoot a zed, but even with that code restored the effect does not work, either because of later changes or because it never worked. The models are still precached through other code. No textures are assigned to them anywhere, so they were either removed or never made.
bloodsplash_1
bloodsplash_2
bloodsplash_3
Severed player heads
Almost every playable character has a severed head model. Most are just the character's normal head with a gore mesh attached at the neck; Masterson is the only one with a unique expression. Why they were never used is unknown, especially since the gore static mesh file kept getting new heads whenever a new character came out. Some of them do appear as props in maps.
Severed heads of the playable characters.
Early Trader
The files contain what looks like an early version of the Trader. It replaced the KF Mod model and no longer has textures of its own. It comes with an idle animation of her hunched over a table. The model has many missing or flipped faces, so it is probably very early. Without textures it is hard to make out details, but she seems to carry two pistols on straps. TCRF shows the model with its textures removed, because it still points at the KF Mod Trader materials and looks like a mess otherwise.
Trader camera
A static version of the Trader security camera, which is normally a skeletal mesh. The light on its front has a little bloom added.
Trader_Security_Cam
Merlin HC3
A static version of the Merlin HC3 helicopter, normally a skeletal mesh, with its landing gear down.
MerlinHC3
KF_EngineTest
The KF_EngineTest static mesh package has static versions of a player soldier and most of the zeds, minus the Fleshpound and the Patriarch. It was clearly used to test something in the engine. It includes the Husk, so it was made some time after launch. Everyone is in an A-pose except the Crawler, which is in a crawling pose.
Map models
Abusement Park
A few unused meshes in FreakCircus_SM_Two.
Cloth_Holder_1, a shorter version of Cloth_Holder_2.
Striker: the high striker with its wooden boards attached instead of as a separate mesh.
Aperture
Killing Floor took part in the Potato Sack promotion and has a crossover map with Portal. Its mesh package contains the GLaDOS head from Portal 2, which is not used anywhere.
The Portal 2 GLaDOS head model.
Bedlam
Asylum_SM has one unused single door frame variant.
Asylum_Door_4_Frame_Single, the single variant of door frame 4.
Biotics Lab
KillingFloorLabStatics contains a very small door model that is not used and does not come from the mod.
MetalDoorASE, a small unused door.
Hell Ride
A few unused models in the Hellride_sm package.
KF_Warning_Sign, a warning sign with many leftover texture variants.
The other KF_Warning_Sign textures. Many of them appear at the end of the Hell Ride trailer.
purgatory_walls, apparently an overlay for the purgatory room. It may have been meant to make the tunnel brighter the further you go.
Vertigo_Tunnel_Door, a door for the vertigo tunnel.
Toy Master
There is a version of the dollhouse without the table under it, and a mesh called Defense Jewel. The jewel may have been meant to sit in or near the toy boxes, since those are the only thing you defend in this mode.
sm_dollhouse
Defense_Jewel
Manor
KillingFloorManorStatics has an unused brick tunnel model.
Manor_TunnelArch, a brick tunnel.
Moonbase
The Moonbase packages hold many unused models in a noticeably different style, which suggests the map was first meant to look less retro-futuristic. There are also more detailed versions of some terrain meshes, so at one point you may have been able to walk on the lunar surface itself.
An unused crate.
An unused beam.
A computer panel named communicator. Its screen is unreadable at this quality.
An unused screen with a static-covered Horzine logo, a texture the other Moonbase screens do not use either.
A door model with no textures left; it is unknown if it ever had any.
An optimized Door_02 without a back side, still untextured.
An unused lamp.
An unused lamp.
An unused lamp.
The weapons inside the Vend-O-Tool as a single model, without enough material slots. The final map uses each weapon's pickup model instead.
An unused, untextured pipe bend.
An unused, untextured pipe.
"Surface Rocks 01", no textures.
"Surface Rocks 02", no textures.
"Surface Rocks 03", no textures.
An unused vent.
An unused wall panel with about 20,000 triangles.
A half version of the same wall.
An unused window frame.
Glass for the unused window.
A single hanger from the hanging clothes model, unused.
A vertical version of the wall padding.
Office
OfficeStatics contains an unused window with the Horzine logo.
Horz_FrostedGlass, the Horzine logo on frosted glass.
West London
KillingFloorStatics has some generic London models. These were never in the mod: they were made during retail development and then not used.
London_CornerBuilding, untextured.
PoliceCarASE, an earlier police car.
RoadstripesCurved: curved road markings, though no curved road with them appears in the game.
StrongBox, untextured.
Wyre
A few different things in WyreStatics.
CloneModelMew, a variant of CloneModel with a tube connected to the embryo and slightly different reflections.
ExitArch, apparently an early version of the bunker exit, missing a texture.
WiresShort, a shorter barbed wire.
WireCrazy, alternative barbed wire.
WyreForest_Canopy, a huge, mostly flat untextured mesh, probably meant to cover the top of the map.
WyreTreeLow, a smaller tree that is not used.
Related pages
- Killing Floor cut content
- Unused textures
- Unused and leftover weapons
- Killing Floor prototype
- Exporting monsters and weapons
Source
Based on Killing Floor/Unused Models on The Cutting Room Floor, licensed under CC BY 3.0.