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Unused Graphics

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This is a sub-page of Need for Speed: ProStreet.

Cars#

Present in the root of the CARS directory is a texture file that contains numerous dummy textures:

  • DUMMY_WHEEL_FRONT1 through 8 and DUMMY_WHEEL_REAR1 through 8 are completely blue 256x256 ARGB textures.
  • DUMMY_RAST_STROKE, DUMMY_RAST_FILL, and DUMMY_RAST_LINE are all 512x256 black rectangles.
  • DUMMY_SKIN_LITE1 through 30 are slightly transparent textures with a small test pattern in the corner.
  • The 1024x1024 versions of the previous textures are present under multiple names:
    • DUMMY_SKIN_LOWER
    • DUMMY_SKIN1 through 8
    • DUMMY_SKIN_CANVAS
    • DUMMY_SKIN_DITHER
    • DUMMY_SKIN_FE1 and 2
  • DUMMY_RAST_BLEND is the same slightly transparent texture, but without the small test pattern.

Front End#

Lots of automotive part brands, both real and fictional, have textures intended for use in the menus that go unused in FRONTB1.BUN.

There are also unused vehicle model logos, implying that car select menus would've displayed both the make and model like previous entries in the series. Some vehicles present in those previous entries also make appearances here.

Texture

Other miscellaneous textures related to front end activities can also be found.

Texture

Notes

The preview image for the scrapped Visual Package customization options.

Icon for a free package marker, which does not exist in the final game.

"All cars" vehicle select filter icon, leftover from Carbon.

"No cars" icon, leftover from Carbon.

Mark?

Online icons that no longer see use.

Global#

To do:
Verify if the racing wheel textures show up on console versions that support racing wheels.

Present in DYNTEX.BIN are many, many textures that never appear in-game.

Car Brands#

Lots of car manufacturers that made appearances in previous installments have their textures present. Additionally, a black 512x256 texture belonging to the "truck" manufacturer seen in Carbon also exists.

Controllers#

Many controller textures left over from Carbon are also present.

Minimaps#

There are also lots of textures of race routes that never made it into the final game, both in the forms of the hub preview texture and the actual minimap on the HUD.

In-game minimap

Race hub preview

Notes

A scrapped Grip route on Porsche Leipzig.

A route on Mondello Park.

A scrapped Drift route on Chicago Airfield.

Another copy of the aforementioned Mondello Park route.

A ~0.75 mile long drag route at Portland International Raceway.

Mondello Park Drift Course A with a lot more track visible past the finish line.

Unknown location.

Unknown location.

The scrapped Texas World Speedway Short Circuit C.

This is the 3rd variant of this Mondello Park route.

The scrapped Texas World Speedway GP Circuit C.

A route on Portland International Raceway.

Unknown location.

Some routes also exist which do not have an accompanying minimap or race preview, such as this crude minimap of Tokyo Dockyard's 1/4 mile drag strip...

Autobahnring B with slightly more track past the finish line...

Portland International Raceway GP Circuit sporting some great start/finish line placement...

Copper Ridge, from Carbon...

Steyne Aqueduct, from Carbon...

and Gold Valley Run, from Carbon.

To do:
Extract these and stitch them together.

Additionally, the MINI_MAPS directory in all versions houses an unused texture archive entitled L6R_INFINEON_MINI_MAP.BIN. It contains a 1024x1024 texture of Infineon GP Circuit split into 256 64x64 chunks. In the Xbox 360 version, however, this directory contains minimap files for all of the tracks in the game, including Leipzig, which wasn't included in the base game. The Infineon minimap archive also contains more textures.

Parts#

A large amount of upgradable vehicle parts that never ended up getting implemented still have their own menu textures present in game data. Combined with the numerous text entries that these parts have, the idea of car customization to this extent must have made it pretty far!

There's also a temporary texture meant for the exhaust customization tooltip.

Miscellaneous#

Test textures for car scratches and tire skids.

NFSPS-TESTSCRAPE01.png NFSPS-TESTSKID_CONCRETE.png NFSPS-TESTSKID_DIRT.png NFSPS-TESTSKID_GRASS.png

The placeholder loading tip textures seen in the September 16th Xbox 360 prototype also still exist.

NFSPS-TEMP_GRAPHIC_1.png NFSPS-TEMP_GRAPHIC_2.png NFSPS-TEMP_GRAPHIC_3.png

A static window reflection texture picturing Rockport that goes unused in favor of dynamic reflections.

HUD_InGameSingleRace.bun also contains graphics for a very early race countdown animation seen in the earliest stage demos and race icons leftover from Carbon.

All of the graphics for the in-game camera editor, ICE, are present in ICE.BUN. A demonstration of it in action, in Undercover, can be seen here.

ICEICONSTATEDEFAULT is a black square, ICEGREYALPHA and ICEGREYSOLID are grey squares, respectively, so those have been omitted.

Unused Track Graphics#

There were multiple unused textures and placeholder texture names used within the "TRACKS" files inside of ProStreet. Either these were cut due to a place not being found for them, or licensing issues, or both. The tracks aren't listed in any particular order, as not every track had unused content.

Autobahnring#

While not unused, this road sign template texture is placed in inconspicuous locations that are far enough out of view for it to be indiscernable from the rest of the sign textures.

Infineon#

Deep within the "STREAML6R_INFINEON.BUN" file are mentions of cut sponsorship decals from different automotive brands.

First, there are graphics used on top of a bridge/walkway within the track that refer to different sponsors than the ones actually represented by the textures.

A development screenshot showcases what some of these graphics looked like when their filenames actually represented their sponsors.

There are also many placeholder advertisement textures that aren't used anywhere on the track. Many of these textures are prefixed with "GL", so it can be inferred they were intended to be used across the entire game. Some of these textures can be seen in a promotional video that includes the track.

There are five more textures with placeholder brand names that are not used in the final track and were left in the files.

There is also an unused banner texture for Super Promotion that was actually seen in a prerelease screenshot. Below is the prerelease texture compared to the final.

IN_SGN_LATDVBANNER_01_D (unused)

RD_OBJ_SUPPROBANNER_01_D (used)

Oddities#

Finally, unused textures present in the track stream file that have minimal relation to advertisement.

Willow Springs#

First, we have an unused banner texture for the Drag "King", Karol Monroe. It's unclear why this was never seen in the final game, as every other king had at least one track where a similar banner was visible.

Next, we have some unused advertisement graphics that, strangely, have Infineon's texture prefix.

Inside the main menu's track file "STREAML6R_FE.BUN", an unused GReddy advertisement can be found in its files. Purpose is unknown.

Texas World Speedway#

Hidden within this recreation of a now (sadly) defunct race track lies another placeholder advertisement texture. Reasons why it was left in are unknown.