Killing Floor Unused Textures
Killing Floor's texture packages hold a lot of art that never shows up in a normal match: icons for achievements that were never added, store art for DLC that was sold differently, work-in-progress skins, placeholder developer textures and effects that were dropped. This page walks through them group by group. It is part of our series on cut content in Killing Floor.
Achievements
The HUD texture files contain three achievement icons that are not tied to any achievement. No code survives that names them or says how they would have been earned.
Thrills Chills
Two of the icons show a key and a festive safe. They are the very last achievement textures in the files, and the icons right before them (280-284) all belong to the final map released for the game, so they were most likely planned for the Thrills Chills update. A major update usually came with an Objective mode map, so one may have been planned here too. Another possibility is a small hidden quest inside the map, similar to the sealed vault on Aperture that awards the Golden Potato achievement.
Achievement 285.
Achievement 286.
Steamland
This icon was later removed from the game files. It shows a Pukey plush vomiting blood and looks a lot like achievement 217, which also has a Pukey plush head. The icon appears in the Summer Sideshow: Pier of Pain trailer, so the achievement was probably cut very late in the update's development. Its file was named Achievement_218; that number now belongs to the Arcade Gamer achievement, which was originally 219. The slot machine this achievement was likely tied to is described on the cut content page.
The removed Achievement_218 icon.
DLC
Several store textures belong to DLC that was never sold in that form. The "NEW" versions of the Make-Shift icons and of the first four Golden Weapons have since been removed from the files.
Makeshift Weapon Pack
Tripwire seems to have planned to sell Vlad the Impaler (the nailgun) as part of a paid DLC pack. It is not known which other weapons would have been in it. The only other makeshift weapon that arrived alongside the nailgun in Hillbilly Horror was the Buzzsaw Bow, which ended up in the IJC weapon pack. This may have been an early form of the Community Weapon Pack, since the Tommy Gun was not first planned as a DLC weapon.
"NEW!" store icon.
Not owned.
Owned: "Make-Shift weapon pack!"
Golden Weapon Pack
The first golden weapons came out in the Twisted Christmas in Space update. The leftover icons suggest Tripwire first wanted to sell each golden weapon on its own. Each weapon has a "NEW", a not-owned and an owned icon.












Golden Weapon Pack 2
The second golden pack came with Summer Sideshow: Pier of Pain, and the idea of selling single golden weapons was still around at that point. It was dropped afterwards: none of the Camo or Neon weapons have single-weapon DLC textures.








Colored Dummy Portrait
The Toy Master expansion files include a full-color version of the Dummy's portrait. The game itself uses a red-tinted one.
The unused colored Dummy portrait.
Developer Textures
There are not many of them, since most maps were built without dev textures, but a few are scattered across the files and specific maps. Most actors in Killing Floor use the stock Unreal Engine editor icons, while some pickups and all Objective mode actors have custom ones.
Objective mode (KFO) editor icons.
Weapon spawn icon.
Ammo spawn icon.
Placeholder sky, version 1.
Placeholder sky, version 2.
Zone portal texture 1.
Zone portal texture 2.
Zone portal texture 3.
Zone portal texture 4.
Zone portal texture 5.
Stalker and Crawler spawn marker.
Gray blockout texture.
Gray blockout texture with a border.
Grid texture.
DJ Scully's Unused Combiner
Because of a mistake in the code, DJ Scully only uses his diffuse texture. The files also contain a combiner material that would give his goggles and knee pads a slight shine.
DJ Scully with the unused combiner applied.
Early Character Textures
Work-in-progress textures for several characters are still in the files.
A very early, basic Mrs. Foster texture.
A very early Pyro texture with only ambient occlusion baked in. It is 2K instead of the usual 1K.
A very early, basic Steampunk Support Specialist.
A blank first-person arms texture, probably used as a template.
Early Objective Mode UI Textures
The KFStoryGame_Tex package has a few early-looking Objective mode UI textures that are never used.
Battery background.
Red battery fill.
Green battery fill.
A down arrow the Objective mode HUD never uses.
A backplate that plainly says "MISSION".
Alternative Rachel Clamley portrait for Transit (1).
Alternative Rachel Clamley portrait for Transit (2).
Blank portrait, probably a placeholder.
Generic bloody backplate.
Probably an old background for the objective list.
Unused Patriarch portrait, likely meant for a map where he is the main villain or for the lead-up to the final wave.
Another generic bloody backplate.
Leftover Level Previews
Many maps carry preview images of other maps in their myLevel package. This suggests Tripwire often started new maps from the files of older ones.
"PReset" Perk Icons
The KillingFloor2Hud texture package contains a set of perk icons that are never used. They look like redesigned perk icons, and some Killing Floor 2 perk icons ended up looking similar. The name may point to a prestige system like the one in Call of Duty, or to a planned update that reset the perk system and changed both mechanics and icons. Each perk has a color and a gray version.














Rachel Clamely 2K Texture
The files hold an unused double-resolution version of Rachel Clamely's texture.
The 2K texture applied to Rachel Clamely's model.
Special Effects
A few textures belong to special effects that were cut.
A black-light blood effect, most likely meant for a map.
A wet-screen effect, probably for rainy maps such as Offices.
Two cinematic letterbox bars, probably meant to be drawn over the screen.
A Siren's face with a grainy alpha overlay. It may have been meant to flash on screen during her scream.
Toy Master Doll Materials
Toy Master has unused variants of its doll materials.
babydoll_shdr: an apparently unfinished shader that makes the baby doll very shiny.
babydoll_uber_cmb: the released game has no Uber version of the baby doll.
pinwheel_shdr: an unused shader whose diffuse combiner gives the Pinwheel a cel-shaded look.
ventriloquist_final_shdr: an unused shader that mixes the cel shading with a rim light.
There is also a texture package called CellExample with a template material for a cel-shaded look. It was apparently meant for the puppets in Toy Master. Below is how it looks unmodified.
The cel-shaded material on a KF soldier model.
UI Textures
A Trader icon for the KF Mod first aid kit, drawn in the retail 1.0 UI style.
Trader art for the Medic Grenade. It never shows up: the Trader displays the frag icon instead.
An older-looking render of the Medic Grenade icon.
Medic Grenade weapon-select icon. Grenades never appear in weapon select, so this and the following icons go unused.
Unselected version.
The same icon with the old render.
Unselected version.
Frag grenade weapon-select icon, unused for the same reason.
Unselected version.
Xmas Scrake Opacity
There is an unused opacity mask for the Christmas Scrake, Jack Frost. It would have made him partly transparent, more like real ice. It was probably dropped because Unreal Engine 2 handles transparency on complex models poorly. The festive ZEDs themselves are covered in event content.
The opacity mask.
The effect restored. Note how the back spikes render on top of the rest of the model.
Related pages
Source
Based on Killing Floor/Unused Textures at The Cutting Room Floor, licensed under CC BY 3.0.