Lore & History

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 285.

Achievement 286 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.

Achievement_218 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! "NEW!" store icon.

Unowned Not owned.

Make-Shift weapon pack! 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.

UI KFDLC Weapons Desat Gold-AK47 NEW.png

UI KFDLC Weapons Desat Gold-AK47.png

UI KFDLC Weapons Owned Gold-AK47.png

UI KFDLC Weapons Desat Gold-Katana NEW.png

UI KFDLC Weapons Desat Gold-Katana.png

UI KFDLC Weapons Owned Gold-Katana.png

UI KFDLC Weapons Desat Gold-M79 NEW.png

UI KFDLC Weapons Desat Gold-M79.png

UI KFDLC Weapons Owned Gold-M79.png

UI KFDLC Weapons Desat Gold-Benelli NEW.png

UI KFDLC Weapons Desat Gold-Benelli.png

UI KFDLC Weapons Owned Gold-Benelli.png

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.

UI KFDLC Weapons Desat Gold-AA12.png

UI KFDLC Weapons Owned Gold-AA12.png

UI KFDLC Weapons Desat Gold-Chainsaw.png

UI KFDLC Weapons Owned Gold-Chainsaw.png

UI KFDLC Weapons Desat Gold-Deagle.png

UI KFDLC Weapons Owned Gold-Deagle.png

UI KFDLC Weapons Desat Gold-Flamethrower.png

UI KFDLC Weapons Owned Gold-Flamethrower.png

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.

KF1 ToyMaster Dummy Portrait.png 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.

KFO Icons Objective mode (KFO) editor icons.

Weapon Spawn Icon Weapon spawn icon.

Ammo Spawn Icon Ammo spawn icon.

Sky Texture 1 Placeholder sky, version 1.

Sky Texture 2 Placeholder sky, version 2.

Zone Portal 1 Zone portal texture 1.

Zone Portal 2 Zone portal texture 2.

Zone Portal 3 Zone portal texture 3.

Zone Portal 4 Zone portal texture 4.

Zone Portal 5 Zone portal texture 5.

Stalker and Crawler spawn marker Stalker and Crawler spawn marker.

Gray block out texture Gray blockout texture.

Gray block out texture with border Gray blockout texture with a border.

Grid Texture 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 his unused combiner. DJ Scully with the unused combiner applied.

Early Character Textures

Work-in-progress textures for several characters are still in the files.

A very old and basic Mrs. Foster texture. A very early, basic Mrs. Foster texture.

A very, very old Pyro texture with only AO (ambient occlusion). It is also in 2k resolution instead of 1k. A very early Pyro texture with only ambient occlusion baked in. It is 2K instead of the usual 1K.

A very old and basic Steampunk Support Specialist. A very early, basic Steampunk Support Specialist.

A blank version of the view model arms texture, likely used as a template. 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.

A battery background. Battery background.

Red fill for the battery. Red battery fill.

Green fill for the battery. Green battery fill.

A down arrow that goes unused in the objective mode hud. A down arrow the Objective mode HUD never uses.

A backplate very clearly stating "MISSION". A backplate that plainly says "MISSION".

Alternative Portrait for Rachel Clamley on Transit(1) Alternative Rachel Clamley portrait for Transit (1).

Alternative Portrait for Rachel Clamley on Transit(2) Alternative Rachel Clamley portrait for Transit (2).

Blank portrait texture, likely used as placeholder. Blank portrait, probably a placeholder.

Generic bloody backplate. Generic bloody backplate.

Likely an old asset for where it shows objectives. Probably an old background for the objective list.

Unused Patriarch portrait, would likely be used on a map where he is the antagonist, and or before the final wave. 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 blood backplate. 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.

PReset Berserker.png

PReset Berserker Grey.png

PReset Commander.png

PReset Commander Grey.png

PReset Demolition.png

PReset Demolition Grey.png

PReset Firebug.png

PReset Firebug Grey.png

PReset Medic.png

PReset Medic Grey.png

PReset Sharpshooter.png

PReset Sharpshooter Grey.png

PReset Support.png

PReset Support Grey.png

Rachel Clamely 2K Texture

The files hold an unused double-resolution version of Rachel Clamely's texture.

2k Rachel Clamely texture on the model. 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 intended to be used in a map. A black-light blood effect, most likely meant for a map.

A wet screen effect, probably intended for rainy maps like Offices. A wet-screen effect, probably for rainy maps such as Offices.

2 cinematic bars probably meant to be overlayed on your screen. Two cinematic letterbox bars, probably meant to be drawn over the screen.

A Siren's face with a grainy alpha and overlay, maybe was going to show up when siren screamed? 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' A seemingly unfinished shader that makes the baby very shiny. babydoll_shdr: an apparently unfinished shader that makes the baby doll very shiny.

'babydoll_uber_cmb' In the final version the baby does not have an Uber counterpart. babydoll_uber_cmb: the released game has no Uber version of the baby doll.

'pinwheel_shdr' An unused shader with an unused combiner in the diffuse that give the Pinwheel a cell shaded look. pinwheel_shdr: an unused shader whose diffuse combiner gives the Pinwheel a cel-shaded look.

'ventriloquist_final_shdr' An unused shader that combines the unused cell shading and a rim light effect. 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. The cel-shaded material on a KF soldier model.

UI Textures

Trader UI texture meant for a first aid kid from KF Mod, but is in the retail 1.0 UI style. A Trader icon for the KF Mod first aid kit, drawn in the retail 1.0 UI style.

Trader graphic for Medic Grenade, is unseen as the medic grenade graphic cant be seen in trader, it simple shows the frag icon. Trader art for the Medic Grenade. It never shows up: the Trader displays the frag icon instead.

Older looking render of the medic grenade icon. An older-looking render of the Medic Grenade icon.

Weapon select icon of Medic Grenade, grenades don't appear in weapon select so this and next ones go unused. Medic Grenade weapon-select icon. Grenades never appear in weapon select, so this and the following icons go unused.

Unselected graphic. Unselected version.

Versions with the old render. The same icon with the old render.

Unselected graphic. Unselected version.

Frag weapon select icon, unused for the same reason. Frag grenade weapon-select icon, unused for the same reason.

Unselected graphic. 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.

Opacity Texture The opacity mask.

Restored Effect, you can see how it renders the back spikes on top of the rest of the model. The effect restored. Note how the back spikes render on top of the rest of the model.

Source

Based on Killing Floor/Unused Textures at The Cutting Room Floor, licensed under CC BY 3.0.