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Alan Wake (Windows)/Unused Textures

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This is a sub-page of Alan Wake (Windows).

Hmmm...
To do:
There's more. A lot more.

Early Map LOD Texture

Textures for an early version of the LOD model of the world map exists in the game files, in the location textures/backdrop/gameplay_example.tex.dds. The entire Map LOD model is also present in the files. This version of the map likely dates back to when it was a fully explorable open world, as it differs a lot from the final map LOD model in several ways:

  • The entire map is a lot more interconnected. Roads which cut off abruptly or have messy layouts in the final map are properly laid out and connect to each other in the early map. A lot of the changes to roads were caused by the addition of the linear level layouts that were "carved" onto the map. This was likely caused because when the open world was scrapped in favor of linear levels, the developers no longer had to be ensured that the entire map is interconnected.
  • The small section on the south-western corner used for the New York segments is not present, as well as the middle-western place in the map where the Train Depot from Episode 3 is on the final map. The small western position in which the lighthouse area in Episode 1 takes place is also not present, because originally the lighthouse was placed in the south-western corner of the map.
  • Several areas present in the final game are simpler in the early build, which was also due to the lack of the intricate level layouts that were carved on the map later.
  • There are many black markings spread across the early map, which represent buildings or assets that were originally placed there. Those marks can be seen in notable locations such as Bright Falls but are also noticeable in many locations that ended up being scrapped from the final game, such as the Sawmill, the town of Watery and the Junkyard in the south-eastern rim of the map.
  • Several areas appear to be untextured, with there being black Remedy Logo textures in their place.
Early map texture Final map texture
AlanWakeEarlyMapTexture.png AlanWakeFinalMapTexture.png

Demo Map LOD Texture

Another unused LOD map texture can be found in textures/backdrop/demo.tex.dds. This one is for another LOD model that has only one portion of the map present - where the Elderwood National Park is located, and it has several notable differences from the same portion and level layout in the final map. It is very likely that this map that was used for the E3 2009 Demo, as the level layout there matches the one shown in the demo map.

  • The level layout starts identical to that of the final game, but later diverges and starts leading north to a small island which is not present in the final map. This lines up with the E3 demo as the later portion of the level is different from the final game and leads to a small island with a lighthouse. The lighthouse in the final game is located in a completely different location.
  • The south-western corner of the demo map has a section that was removed from the final game map. It is unknown why it was removed, as it doesn't seem like there was something notable there besides empty land.
  • The sea area in the demo map lacks a few islands that are present in the final one, likely to make the view from the lighthouse island in the demo clearer.

It is unknown if this was meant to be an early version of the Elderwood National Park level or a version handcrafted for the demo alone, given that the rest of the map is missing from the demo map and several gameplay sections as well as locations that are spread across several levels and areas in the final game are condensed into this one level in the demo.

Demo map texture Final map texture
AlanWake demo.tex.png AlanWakeFinalMapTexture.png

Missing Mesh

AW-missingmesh.tex.png

A placeholder texture, which was used for the debug cube model that indicates models which hadn't been finished yet. Found in the debug folder.

Museum

Hmmm...
To do:
There's more files for the museum, such as higher quality textures, the model itself in Bright Falls and various unused props.

AW-museum lod.tex.png

A LOD texture for the museum. The building itself remains in Bright Falls, although unseen.

Cable Car

An unused texture for a cable car that isn't seen anywhere in the game. This was a remnant of the scrapped forest fire episode on which this cable car was meant to be used. The model associated with this texture is no longer in the files though.

Raincove Map

AW raincove map.tex.png

An unused map texture for a place named "Raincove". Considering its placement in the folder "lighthouse" and information given in Alan Wake: Illuminated, it is likely another remnant of the scrapped lighthouse episode.

Army Garage Gadget

AlanWake armygaragegadget.tex.png

An unused texture for what appears to be several objects inside an army garage, such as doors, signs, windows and electric panels. There aren't any matching models for an army garage present in the game files outside of a double door model that do not fit the textures.

Roadside Ads

AlanWake roadsideads.tex.png

A texture file that contains all the roadside ads designed for signs throughout the game. While several of them are used in the final game, there are several unused ones among them, some of which give insight into scrapped or early concepts intended for the game's original open world concept:

  • A rather humorous sign advertising a car. Potentially a leftover from the open world iterations, where cars were used far more often. Oddly, in the used image, the car's headlight beam is coming out of the front grille, which most likely means that this sign was a placeholder that was never replaced.
  • A signs featuring Pat Maine, but unlike the final game where Pat is the radio host, here he is referred to as the town sheriff, who potentially runs for mayor. It should be noted that the current Bright Falls mayor was considered to appear in one of the scrapped levels according to Alan Wake: Illuminated.
  • A signs for "Mott's Country Road and Gas", which was originally used back when Mott was going to own the gas station. Mott and the gas station, the latter of which was originally located near the dam, did make an appearance in the X06 demo before being scrapped, and can be seen in trailers and screenshots from the event.
  • An ad for a place called "The Placeholder Motel". The location made it into the final game, but it was renamed to "The Majestic Motel" and its layout is different from that shown in the sign. It does line up with early maps that indicate that the motel was originally located to the south of Bright Falls before being moved to its final location.

Race Track

A bunch of textures from a cut race track, which once housed a minigame during the game's open-world period of development. Those assets were repurposed in the final game for the Deerfest decorations in Episode 5.

Unused Radar Icons

AW radar.tex.png

Several unused icons can be seen in the HUD textures for the radar, likely remnants from when it was going to be used for navigating a huge open world with more things to do and keep track of. This icons represent verious potential points of interests such as secrets, dangers, objectives, collectibles and more. In the final game, the radar was limited to showing only the current objective.

This original use for the radar was eventually carried into Alan Wake's American Nightmare, although with entirely different designs for the icons and radar HUD.

Unused Prototype HUD Elements

Several unused Hud elements and images can be found in particles/prototype, notable of which are unused indicators for generators and light sources that match some of the earlier ideas of the game that utilizing resource managment of generator fuel.

Unused Particle Effects

A few unused particle effects that were found alongside the prototype HUD elements. One thing of note is several particle textures for rain, as there was no instance of visable rain in the game save for a distant thunderstorm. There are also several unused presets for rainy weather in ambience_presets

There is a setting for "Rain Intensity" in the ambience values, which is always set to 0. When modding the game and setting this value above 0, it is possible to make the game load those rain effects. However, the raindrops are not collision based and therefore go through any objects and buildings.

A restoration of the rain effects