Alan Wake (Windows)/Unused Models
This is a sub-page of Alan Wake (Windows).
| To do: There's loads more unused models in there. Of note are the racetrack/, museum/ and militarybase/ folders |
Contents
- 1 Default Player
- 2 Agent Nightingale
- 3 Bear
- 4 Wolf
- 5 Max the Dog
- 6 Dead Dog
- 7 Dead Deer in Half
- 8 Gasoline Lantern
- 9 Battery Pack Five
- 10 Stranded Orca
- 11 Keeper's House
- 12 Military Bunker Complex
- 13 Military Bunker Lift
- 14 Coastal Turret
- 15 Sawmill Right
- 16 Sawmill Left
- 17 Crane Base
- 18 Greenhouse Basic
- 19 Greenhouse Stash
- 20 Greenhouse Boiler House
- 21 Greenhouse Pipes Straight
- 22 Greenhouse Pipes Heater
- 23 Greenhouse Pipes Heater End
- 24 Anderson Farm Barn
- 25 Army Garage Double Door
- 26 Gameplay Example
- 27 Demo
- 28 Missing Mesh
- 29 Broken Mesh
Default Player
Location: backdrop/hardcoded_default_player_mesh.binmsh
A default player model. Can be occasionally seen in game through a glitch with checkpoints. Was also seen in very early Quantum Break footage.
Agent Nightingale
Location: backdrop/agentnightingale_agentnightingale.binmsh
While Nightingale's model in the final game is named "Nightingale_2010", its textures are named "Finnegan". According to Alan Wake: Illuminated, there was a scrapped mission in which players would've controlled Nightingale as he investigates Bright Falls with his partner Finnegan. Therefore it is likely that both Finnegan and Nightingale already had completed character models, but when Finnegan was scrapped, his model was given to Nightingale, leaving this model unused. A low poly version of this model is used in the final game, but only as one of the NPCs that can be seen walking outside the Diner in Episode 1 while this model is left unused. The head model was also reused for a different character that appears later on in the game.
Bear
Location: objects/animals/bear_mesh.binmsh
A model for a bear. The stuffed bear seen in episode 2 is a separate model. There are also bear rugs seen in cabins throughout the game, which appear to be a squeezed version of this unused bear model. According to Alan Wake: Illuminated, it was meant for a scrapped enemy type.
Wolf
Location: objects/animals/wolf_mesh.binmsh
A model for a wolf. Was shown in early screenshots. Alan Wake: Illuminated revealed that it was also meant for a scrapped enemy type. Unused animations and skeleton for the wolves also exist in the game files
Max the Dog
Location: objects/animals/max_the_dog_mesh.binmsh
An early model of Max which seems to be a retextured version of the also unused Wolf Model. Its textures are named "Husky".
Dead Dog
Location: special/dead_dog_01_dead_dog.binmsh
A model of a dead dog not used in the game.
Dead Deer in Half
Location: special/dead_deer_in_half_back.binmsh
An unused model of the backsdie of a dead deer.
Gasoline Lantern
Location: lightsources/gasolinelantern_mesh.binmsh
An unused model of a gasoline lantern. Alan was seen using it in the E3 2006 trailer as the primary light source. It was likely later replaced by the flashlight.
Battery Pack Five
Location: items/batteries/battery_pack_five.binmsh
Originally all battery packs were meant ot have original in-game branding and came in several version - containing five, four or two batteries in each pack. However, after Remedy made the deal with Energizer, the battery packs were replaced by completely different ones modeled after existing Energizer packs at the time. As such, those battery pack models were left unused when the game came out. Although the two DLC episodes of the game eventually used the two and four battery packs, the five pack model remained unused.
Stranded Orca
Location: Lighthouse/stranded_whale_dead_orca_pose01.binmsh
An Unused model of a stranded orca remains in the files. According to Alan Wake: Illuminated, it was meant to be seen during a scrapped episode in which Alan would've made his way through a shore in his way to a lighthouse.
Keeper's House
Location: Lighthouse/keepershouse_house.binmsh
An Unused model of a house. Based on its name and leftover layouts in the map, it was meant to be the house of the lighthouse keeper and be placed next to said lighthouse at the end of the uscrapped Lighthouse episode (level 7) mentioned in the main page. It is a fully modeled house, consisting of an exteriour mesh and 7 other room meshes for its interior. It has two entrences, several rooms and two floors. Based on descriptions of the scrapped episode in Alan Wake Illuminated, the house was likely meant to be explored by the player in a sequence where they needed to find a key to the lighthouse's storage building in order to find replacement parts to fix the lighthouse at the end of the level. While the lighthosue and its storage building were reused in Episode 1, the Keeper's House remained unused.
Military Bunker Complex
Location: lighthouse/mainbunker_complex_house.binmsh
A rather extensive military bunker remains in the files yet is never used in the game, complete with a lift, two entrances and several rooms, meaning it was meant to be traversed in. There are at least 7 different meshes that compose all the different parts and rooms in it. It was also meant to be used in the scrapped lighthouse episode, as the episode's layout still remains in the map has two holes in its terrain that perfectly match the two entrances of the bunker. (More on the remaining episode layout in "Map Leftovers")
Military Bunker Lift
Location: lighthouse/mainbunker_complex_lift.binmsh
The model for the lift that would've been used to navigate between the two levels of the bunker model above.
Coastal Turret
Location: lighthouse/coastal_turret_static.binmsh
A model of an old coastal turret, likely also originally meant for the scrapped lighthouse level.
Sawmill Right
Location: signs/sawmillright_sawmillright.binmsh
A model of a sign pointing towards the scrapped sawmill location, which was named The Thomas Sawmill at the time.
Sawmill Left
Location: signs/sawmillleft_sawmillleft.binmsh
A second version of the sawmill sign shown above, this time pointing left.
Crane Base
Location: sawmill/crane/crane_base.binmsh
An model of a crane with a wheeled base. The model crane used in the final game has a different base and a crane in its hook. This model was origilally used for the Sawmill.
Greenhouse Basic
Location: generalstore/greenhouse_basic.binmsh
A model of a greenhouse that isn't used anywhere in the game. Interestingly, the X06 trailer has brief glimpses of two such greenhouses, as well as one of the scrapped missions shown in Alan Wake: Illuminated, meaning that this models was meant to be used for landmarks in the open world during development.
Greenhouse Stash
Location: generalstore/greenhouse_stashg.binmsh
A version of the greenhouse model above with slight differences, the notable of which is an extra room under its surface.
Greenhouse Boiler House
Location: generalstore/greenhouseheating_boilerhouse.binmsh
A model for a boiler room that was meant to be connected to the greenhouses via pipes. The interior of the house is fully modeled, with an electric panel, a furnace, a small locker and a fenced inner room for the pipe's heating controls. The textures also includes those for an entrence door that isn't included as a model. This means that the boiler house was potentially meant to be entered by the player at some point, and it alongside the greenhouses were meant to form a rather fleshed out location.
Greenhouse Pipes Straight
Location: generalstore/greenhouseheating_pipesstraight.binmsh
A model that was meant to be used for the pipes that connected the greenhouses to the boiler room.
Greenhouse Pipes Heater
Location: generalstore/greenhouseheating_pipesheater.binmsh
A model for the greenhouse pipelines meant to be used for each point in the pipes in which they branch out to connect with a greenhouse.
Greenhouse Pipes Heater End
Location: generalstore/greenhouseheating_pipesheaterend.binmsh
A model for the greenhouse pipelines meant to be used to the final point in which the spikes branch out to connect with a greenhouse before they end.
Anderson Farm Barn
Location: complexes/anderssonfarm/barnandersson.binmsh
A remnant from the original version of the Anderson farm, which did not get repurposed into the newer version of the map in Episode 4. This building could be seen in some screenshots of the original farm released around X06, as well as screenshots from an unused mission in Alan Wake: Illuminated. The building has a large open interior with a few objects such as wood plans and a canvas, and what seems to be a basement without a floor. Strangely, the doors don't seem to match all the screenshots released, meaning that the building may have been altered later for gameplay purposes.
Army Garage Double Door
Location: militarybase/armygarage/armygarage_double_door.binmsh
A model of a double door meant for an army garage. This seems to be a remnant of the scrapped military base that was references in other files as well as early maps. The textures for the doors are randomly stored in the folder "lights". The rest of the garage doesn't seem to be present anymore.
Gameplay Example
Location: backdrop/gameplay_example_X.X.binmsh (Every X represents a different number depending on the mesh)
An unused low poly LOD map which is composed of 16 different meshes. When combined, they shows an early version of the world map which has several differences to the map used in the final game, likely because this version of the map was from the time the game was meant to have a fully explorable opwn world. More about the differences between the early and final maps can be found in the Unused Textures section.
Demo
Location: backdrop/demo_X.X.binmsh (Every X represents a different number depending on the mesh)
Another unused low poly LOD map which is also composed of 16 different meshes. When combined, they shows only a small portion of the world map, with several differences from the same portion in the final map. It was very likely used for the E3 2009 demo, as the location and level layout match those on the map mesh. More about how this area differs from the one final game can also be found in the Unused Textures section.
Missing Mesh
hardcoded/Helpers_MissingMesh.binmsh
It's a mesh! That's missing! Where did it go?
A debug cube for a mesh that the game failed to find when placing it on a level. It can be seen in-game when there is a glitch that prevents one model or more from being loaded correctly. A cube will be placed in the same coordinates as the mesh that failed to load.
Broken Mesh
Location: hardcoded/Helpers_BrokenMesh.binmsh
Beveled debug cube for a mesh that presumably failed to load. It is unknown what exactly differenciates it from the "Missing Mesh" cube above.