the cutting room mirror

Unused Models

This is a sub-page of Portal 2.

To do:

Fully Unused Models#

Capture Point Hologram#

An edited version of the Team Fortress 2 capture point model. The neutral version has been edited to remove the beam, replace the normal question mark with an Aperture logo, and add multiple skins. This is used by the unused item_nugget entity. These were planned for an unused puzzle element called Checkpoints, which would act as temporary buttons when you pass through them. Later prototypes and the pre-PTI DLC2 prototype only use the base version coloured red and blue.

The RED and BLU submodels are also still present in their original forms, but the textures are missing.

Elevator#

To do:
There's a corresponding elevator landing model as well.

An early model for the elevator. It can be seen in the PAX 2010 Co-op demo in the exit room.

Light Panels#

The "light_panel_64_001.mdl" and "light_panel_128_001.mdl" models are an unused light that was originally made for chambers before light strips were introduced. These sometimes have texture sorting problems causing the glass to not render.

Same as above, but it's 128u version.

Early Furniture#

To do:
Get better/more pictures of the furniture models, as they don't look like the ones in the final version.

The furniture.

Some of the items in the motel room at the start of the game could fold out, as seen in an early demo intro from the F-Stop iteration of the game, in which furniture would fold away in order to reveal the room being a simulation.

Co-op Welder Arm#

An orange "welder" robot arm, similar to the ones seen in the turret assembly animation, but this one was intended for the co-op bot disassemblers. It's visible in the co-op intro SFM video and involved in the unused Atlas assembly animations, but has no animations for either bot's disassembly sequence, which is likely why it was removed from the actual gameplay maps.

Despite this model no longer being placed in any maps, the disassembler model still includes baked ambient occlusion shadows for it!

Early Atlas Disassembly#

An early Atlas disassembly model with an animation that doesn't seem to line up with the final disassembler model, or any other model in the game for that matter. The animation is named assembly_rough_anim, implying that this may have been made very early on as a rough proof of concept for the disassemble animations.

Unused Model Animations#

Models that are used in the game, but have additional normally unseen animations.

Atlas Assembly#

Portal2_atlas_assembly_combined.mp4

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is this the same animation used in the co-op trailer? (The trailer conspicuously keeps P-Body's assembly mostly out of frame, which would track with them not having an animation here.)

Included in the co-op robot disassembly models are a set of animations for assembling Atlas. Given how disassemblers are used at the ends of chambers and GLaDOS's various mentions of a "reassembly machine", it's possible that Valve experimented with actually showing the co-op bots being reassembled at the start of every chamber. It seems the idea was dropped pretty quickly though, as no corresponding P-Body versions exist, and these animations lack any sounds or particles like the used disassembly ones have.

Note that the animations appear somewhat broken: the (normally static) iris has all of its segments snapped to the same position and rotation, and the arms clip straight through the side walls instead of them popping open like they normally do in the disassemble animations. This seems to point to these animations being originally made for the earlier disassembler design seen in the co-op intro SFM video, or something in between it and the final version. Atlas's eye also has an animation for turning on just like in the same video, but it's difficult to notice due to the texture behind it already showing the eye enabled.

The unused welder arm model was intended for this sequence. Additionally, the "cradle arm" model's assemble animation is technically seen in the final game due to an oversight (see below).

Proper Cradle Arm Animations#

To do:
Add videos (I'm planning to do this next week)

During the co-op disassembly sequence, there is intended to be a large arm grabbing each robot's frame from the bottom called the "cradle arm", however its animations are bugged due to an oversight. The animations that it should play, for Atlas and P-Body respectively, are called assembly_cradle_arm_disassemble and egg_assembly_cradle_arm_disassemble; however, the logic instead calls for the animations assembly_cradle_arm_anim and egg_assembly_cradle_arm_anim. The former is the name of the corresponding Atlas assemble animation (see above), which causes the arm to clip through the floor and not properly line up with the frame's movement; the latter doesn't exist at all, so P-Body's cradle arm appears completely missing and their frame floats in the air. Both of the intended animations exist but go unused.