the cutting room mirror

Graphics

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This is a sub-page of Proto:Daikatana (Windows)/v0.10.

Console Background#

This prototype uses a different background for the console. The background is a metallic texture with “Daikatana” in faded text on the left. On the right side is Hiro and Mikiko. Mikiko’s hair is short and large compared to the thin and long ponytail she has in the final game.

The background is broken up in a way that the section with the Daikatana text is on a separate texture than the rest of the background.

There is also a version with just Hiro and Mikiko on a black background.

Prototype

Final

Quick Console Background#

The quick console also uses a different background. It uses a dark, futuristic metal texture with “Daikatana” in a smallish font on the lower right-hand corner.

There are two versions of the background; one with the left side put in its own texture, and one with everything in one file that is taller than the used quick console.

The final game’s quick console background is similar in style to the background seen on the main menu.

Prototype

Final

Old Console Backgrounds#

0.10 contains several unused console backgrounds in a folder called "console_backup”. It contains various takes on an earlier design for the console background. While the lighting is different in each take, the basic idea is the same; Superfly, Hiro, and Mikiko are posing in front of the console background from Milestone 2. Mikiko uses a design similar to the one in the used console background, but with a red outfit.

The Milestone 2 background shown in almost all of the images is different than the one in Milestone 2. The background is scrunched up higher than it is in the regular background, The bottom appears to be various chunks of the background copy and pasted, as the Daikatana logo in the Milestone 2 background can be seen several times.

A folder called “temp” contains another variant of this console background.

0.10

Milestone 2

Old Quick Console Background#

An older background for the quick console can be found in the folder “quickconsole”. It is a dark grey metallic background with damage on the upper left-hand corner, showing machinery. It does not have the “Daikatana” text the used quick console background has.

Unused

Used

Quake 2 Menu Leftovers#

The textures for the Quake 2 menu exist in the game’s files. While a majority of them are the same as they are in the final game, but there are a few that are unique to the prototype. The Quake 2 logo on the left side of the menu is “Nelno” (the handle for the main’s programmer at the time) in an industrial style. The header image for the video section has “You Suck, Uh, Video” in a font different from the one used by Quake 2’s menu options. The last bit not seen in the default Quake 2 menu graphics is a custom Ion Storm graphic that is unique to this prototype.

Prototype

Quake 2

Prototype

Quake 2

Quake 2 Player Skins#

The prototype comes with all of the player skins from Quake 2. These appear to be from early patches, as they lack the "cyborg" player model.

Backtiles#

Inside the “pics” folder are four tiles: “backtile”, “backtile2”, “backtile3”, and “backtile4”. 2, 3, and 4 appear to be themed around Episodes 2, 3, and 4, with 2 having a white brick background, 3 having a grey brick texture that is similar in style to textures in Episode 3, while 4 is grimy and rundown-looking, like Episode 4 is.

What purpose they were meant to serve is unknown.

Loading Screen Graphics#

Two loading graphics are used in the prototype, but none of them appear in the final game. The first one, an animation of a Satyr running, is used to show how quickly it’s loading. The faster he runs, the faster the game is loading.

The second graphic is a large “LOADING” icon that appears to the left of the center. This icon is similar in style to the console background. A BMP and TGA version of the graphic can be found in the game’s files.

Full-sized versions of the satyr loading indicator animation is based on can be found in the folder “progress”. The images appear to have been taken from in-game screenshots, as they have scanlines on them.

Explosion Effect#

0.10 lacks the round model that expands when something blows up.

Prototype

Final

Bullet Holes#

Bullet holes, scorch marks, splotches of blood from bouncing gibs, and other decals do not exist in 0.10.

Prototype

Final

Testweapon Models#

The prototype contains a model named “testweapon”. Attempting to open it will cause the game to crash. There is a file called “testweapon.bak”, that when the extension is changed from .bak to .dkm, works in-game. When spawned, it appears to be the Hades Hammer’s world model.

Hand Texture#

0.10 uses a bare hand texture for the hand that holds weapons. The final game redoes it and gives the player a hand with a brown glove instead.

The original texture still exists in the final game's files.

Prototype

Final

Prototype

Pre-release Image

Prop Images#

Inside a folder called "deco" are screenshots of work in progress versions of prop models. Many of these props appear in the final game, with several in the prototype as well. Most of them are not textured, suggesting these were taken while the props were being worked on. Some are simply shapes that have little to no relation to what they became.

Names that are in bold are models that appear in both the prototype and the final game's files. This does not mean the model is used in the prototype or final's levels, however.

Names that are in italics are models that only appear in the prototype's files.

Names that have no bolding nor italicizing do not have a model in the prototype nor final game.

Episode 1#

Episode 2#

Episode 3#

Episode 4#