the cutting room mirror

Unused Graphics

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This is a sub-page of Shrek 2 (Windows).

To do:
Add PoisnAp_Tex, GUIContents, then maybe Palettes (too many textures) and Shrek2_EFX (extremely difficult to figure out what is actually unused)

This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Unused Graphics#

Shrek's Swamp Textures#

water_material#

It is currently unknown what this would have been used for.

combined_water#

A very vibrant water texture that is scripted to oscillate at a slow rate.

combined_water2#

A different version of combined_water that is significantly darker and is also scripted to oscillate at a slow rate. In-game, this texture gives off the illusion that it is reflective, but this illusion breaks when you realize it's not translucent.

rope_bridge#

Although you may recognize this texture, this texture is actually unused due to the fact that there's multiple instances of this same texture in the game (spread out between multiple texture packages). Due to the fact that there is a bridge in Shrek's Swamp and the fact that this texture is loaded in every time, we can come to a pretty good conclusion that Shrek was likely to break a stake to make a bridge fall somewhere in the swamp, rather than pulling a lever to do so.

plant_purp#

A very nice looking plant that would've been seen near water. For some reason, the mappers never actually made use of this texture (has a model alongside it).

Carriage Hijack Textures#

ground_leaves#

An alternate ground texture that was never used. If you have considerable game knowledge, you may already know that this texture is used for bear traps, but this texture is actually separate from that texture, despite them being nearly identical. This either means that this texture would've been used as a grass texture in Carriage Hijack, or that bear traps were planned to appear in Carriage Hijack in some form.

Factory (PIB) Textures#

Black#

A texture that more than likely would've been used for the "Shrek Room."

donkey_switch_elevator#

At some point in development, it was planned for Donkey to press some switches in Factory. Unfortunately, development was so rushed that the developers never got time to add these switches. If these switches had existed in Factory, this would've been the texture used on them instead.

elevator_marker_one#

As you may know if you've played this game a good amount, the elevator seen in Factory looks very bad. This texture would've improved the elevator's appearance for sure, but this is all that's left of the developers attempts of making the elevator appear better than it currently is.

frame_fgm#

When you're about to exit the factory as Donkey, you can see a door with this texture in front of the player. While the texture itself isn't significant, the green grid behind it is.

light_wall#

This texture is part 1 of the textures used on an unused lamp texture that would attach to a wall (this is the frame and glass of the lamp).

light_wall_bugs#

This texture is part 2 of the textures used on an unused lamp texture that would attach to a wall (this is the inside of the lamp). From this texture, we can conclude that the light would emit a vibrant blue color.

map_tile#

This texture is seen at the very beginning of playing factory, but take note of the text at the bottom right of this texture.

potionspec#

It's completely unknown what this texture would've been used for.

wheelbarrel_green#

There are multiple colored wheel barrels seen inside factory. The green color was not used however.

Factory (Donkey) Textures#

level5#

This texture would've likely been used inside of the main menu in an early version of the game.

red_bush#

This texture is a placeholder texture. Unreal Engine 2 didn't allow you to make texture packs unless there was a texture inside of it, hence how this exists.

Prison Donkey Textures#

os_water_sewer_death#

A much more vibrant version of the sewage you can quickly find in Prison PIB. This texture wobbles when seen in-game.

platform_metal#

A platform that would've been used at an unknown place in Prison Donkey. Judging by how there is no alpha map on this texture, we can assume it would've been used on a static mesh and not on BSP.

platform_stone#

A platform that would've been used at an unknown place in Prison Donkey.

platform_stone_2#

It could be mildly presumed that this texture could've been in place of where the caged off hole is when you fight the fat knight, but there's no hard evidence.

water_sewer_death_aplha#

A black and white version of the sewage seen in Prison PIB (yes, that is a typo by the developers). There is a script that rotates this texture as well (relative to the 0,0 of the texture going counterclockwise), but since it looks no different, the source for this image is taken from the raw texture file (not the rotator variant).

water_sewer_env_map#

An unused environment map that would've been used to make something appear more realistic. What's interesting about this image is the fact you can see an older version of Prison, in which pale white lights were used.

Prison PIB Textures#

water_sewer_death_aplha#

Identical to the version of this same texture in Prison Donkey, but now it has color and is at 50% opacity.

level8#

If you looked at the Factory (Donkey) texture pack, then this should look very familiar. Read the description there for more (this texture pack also includes the same placeholder).

Prison Shrek Textures#

level9#

If you looked at the Factory (Donkey) texture pack, then this should look very familiar. Read the description there for more (this texture pack also includes the same placeholder).

Fairy Godmother Battle Textures#

bush_orange_1#

The textures for an orange bush that would've appeared outside when fighting the fairy godmother.

bush_orange_2#

The textures for an orange bush that would've appeared outside when fighting the fairy godmother. This particular texture also shows the orange flowers that would've appeared on it.

Ambient Creatures Textures#

blackbird_tx#

The textures for a black bird that would've appeared most likely in an outdoor level.

fish_tx#

The textures for a fish that would've appeared most likely in an outdoor level with a source of water (very low chance it was in a river).

slug#

The textures for a slug that would've appeared inside of the intro cutscene in Shrek's Swamp (animations, physical placement inside map, sounds and in-map triggers all back this up).

Beanstalk Textures#

Rock#

An old texture for the rocks that are beside the spout (left from where you start in beanstalk).

Character Prop Textures#

wall3#

A texture that would've appeared in one of the Prison levels (likely Prison Shrek).

Environmental Animations Textures#

pumkinRed#

A texture that would've appeared on red pumpkins. There is a duplicate of this texture with the only difference being an added on "_S" to the end of the name.

trappulley#

It's unknown where exactly this would appear, but it's thought that this links with the bridge stakes.

TrollHole#

It's unknown what exactly this is, but this could be linked with a troll being in the game as an enemy, and when he dies, he would drop loot from the hole (similar to bandits or peasants).

Vent_Slime#

A texture that should've appeared in Prison PIB but the developers forgot.

WitchSign#

This texture is applied to the Witch seen when you get somewhat close to a slot machine. The slot machine is also an unused part of the game.

KnowWonder Menu Textures#

HourGlass1#

A texture (3 part texture animation) that would've appeared when skipping a cutscene. If you've played Harry Potter and the Chamber of Secrets, then you should know that this texture that's somehow in Shrek 2 ripped the hour glass texture from Chamber of Secrets.

HourGlass2#

Part 2 to the hour glass animation.

HourGlass3#

Part 3 to the hour glass animation.

Timer#

A placeholder for a timer, likely used during debugging.

Timer_Empty#

A placeholder for an empty timer, likely used during debugging.

Pete Emitter Textures#

A texture used on an unused model that is a banner.

brick#

A texture that has an unknown use. The name for this texture is quite interesting.

brick2#

A texture that has an unknown use.

brick3#

A texture used on an unused model that is a big doorway/archway.

Floor#

A texture that has an unknown use, other than that it would've been seen on the ground.

pillar#

A texture that has an unknown use, but it has a high chance of being linked with a pillar model located in a folder similarly named (no texture assigned by default).

poster#

A texture used on an unused model that is a big vertical poster board. The texture is mirrored in the source file, but is flipped on the unused model. The poster says, "Shrek it out!"

Shrek Hud Textures#

Boss_lifebar_container#

The base texture used by the developers to add new boss bar HUD types.

capacity#

A darker version of the health bar. It's currently unknown what this actually served as. Can be seen in beta screenshots.

Lifebar_container#

A life bar texture that has more health than what should be allocated. Can be seen in beta screenshots.

loading_solid#

An unused texture that was likely not supposed to have remained inside the game files.

Potion0_gray#

The base texture used by the developers to add new potion HUD types.

Potion0_Hud#

The base texture used by the developers to add new potion HUD types.

Shrek2_Coin#

The base texture used by the developers to add new coin HUD types.

Shrek Menu Textures#

A_Star_In#

This texture and the 2 below this are more than likely connected with the main menus from the very early builds of the game. Check the Factory (Donkey) "level5" texture for more.

A_Star_Off#

This would likely be the texture used for when the mouse is not hovered over a slot in the main menu (see A_Star_In and level5).

A_Star_On#

This would likely be the texture used for when the mouse is hovered over a slot in the main menu (see A_Star_In and level5).

Shrek Characters Textures#

glasses_tx#

A texture used on the blind mice for their monocle. In order to see the blind mice monocles, you need to use an special unused potion on some enemies. You can turn into what appears to be a blind mice when the Fairy Godmother hits you with a transformation spell, but you won't actually get the monocle by doing this.

peasant_squash1#

A texture that would've appeared below a dead peasant upon you executing a jump attack on a peasant. Instead, what you'll get is a hole. This would've acted the same way as how the knights die when you jump attack them.

Peasantwoman_tx#

1st kind of female peasants. They were unused for some unknown reason. They would've been featured in a cutscene found in the bar with a bandit (voice lines, map evidence and animations back this up).

Peasantwoman_tx2#

2nd kind of female peasants.

Peasantwoman_tx3#

3rd kind of female peasants.

Peasantwoman_tx4#

4th kind of female peasants.

Peasantwoman_tx5#

5th kind of female peasants.

water_streak#

It is completely unknown what this texture could've been used for, as this game does little-to-nothing with water.

water_streak0#

Judging by the file names, this is related with the texture above, but nobody knows in what way.

Shrek 2 Karma Textures#

big_rock#

This texture is part of a massive boulder model that would've been used in Hamlet (Mines).

Shrek 2 Tech Demo Textures#

Shrek2_Tech_Grass#

A grass texture from an unreleased tech demo.

Shrek2_Tech_Hous#

A texture palette that is used to texture a 1 room house with a brick chimney.

Shrek2_Tech_Htree#

A texture used for a high tree. Take note of the letter 'H' in the file name. H stands for High. What high means in this case is that the tree has a ball of leaves on the top.

Shrek2_Tech_Ltree#

A texture used for a low tree. Take note of the letter 'L' in the file name. L stands for low. What low means in this case is that the tree loosely resembles an alpine tree.

Shrek2_Tech_Path#

A texture used for dirt paths.

Shrek2_Tech_Pond#

A texture used for water.

Shrek2_Tech_Rock#

A texture used for a generic rock.

Shrek2_Tech_Rock2#

A texture used for a generic rock that has a little grass of some sort coming out of the edges of the rock. This rock is suspected to be located in or near water.

shrek2_tech_Sign#

A texture used for a sign that says "Shrek 2" on it.

Shrek2_Tech_Sky#

This texture would be seen as the sky.

Shrek2_Tech_Swamp#

This texture palette is for adding cattails into the water, accompanied alongside 3 tiny lily pads.

Shrek2_Tech_Warf#

A texture used on a model of a dock.

Shrek2_Tech_Well#

A texture used on a well model.

Shrek 2 Universal Textures#

strengthpotion_tx#

A texture seen only on an unused potion that gives you a "strength" bonus. Just kidding, it actually does nothing. It was incorrectly coded and does nothing due to this.

strength_tx#

This texture is the label put on the potion bottle above.

mousepotion_tx#

A texture seen on an unused potion that, when drank used, turns enemies around you into mice permanently.

mouse_tx#

This texture is the label put on the potion bottle above.

pixiepotion_tx#

A texture seen on an unused potion, that when used, summons a random amount of "stink pixies" around you and they will hunt down enemies for a few seconds.

pixie_tx#

This texture is the label put on the potion bottle above.

potion_bottle#

This is the texture for a very generic-looking potion bottle that appears to not be tied to any actor. This was likely supposed to be deleted.

stand#

The texture used for the slot machine model, which appears like a cauldron with a big singular leg holding it up, with a price on the front of the cauldron, accompanied with a witch inside of it.

sign_50#

The texture for the pricing seen on the front of a slot machine.

sign_100#

The texture for the pricing seen on the front of a slot machine.

sign_200#

The texture for the pricing seen on the front of a slot machine.

slot1#

1st slot texture that can be seen when starting a slot machine.

slot2#

2nd slot texture that can be seen when starting a slot machine. Fun fact: you cannot win this item.

slot3#

3rd slot texture that can be seen when starting a slot machine.

slot4#

4th slot texture that can be seen when starting a slot machine.

slot5#

5th slot texture that can be seen when starting a slot machine.

slot7#

6th slot texture that can be seen when starting a slot machine.

slot6#

This texture is part of an animation that uses two textures (this one and the one below) and plays when determining what you get in the slot machine.

slot6a#

Read above description.

slots#

This texture will only show in the slot machine in the case that the item it is attempting to give you is not expected, although this doesn't mean you can't get the item.

Storybook Textures#

book_back#

A, what seems to be a placeholder texture, that can be seen inside of the map "Book_Storybook.unr" when you go behind the floating book.

Storybook Animations Textures#

back_button#

An unused back button, which was replaced with the rounded square-like button.

blankpage2#

A blank page texture, used as a base for future page texture creation.

check_tx#

An unused checkmark that would've likely been used for toggling auto leveling in the options menu.

Swamp Textures#

grnd_dirt#

A very odd dirt texture. Could have possibly been used for dirt that slows you down (like gravel water).

Ground_dark#

A dark dirt that looks quite nice, but is never used anywhere.

Ground_grass#

A texture that looks pretty odd (black spots), but does resemble grass.

Ground_light#

A sand-like ground. This is the only thing in the game you could possibly consider sandy.

Ground_Mud_spec#

A failed attempt at getting a specular map to work on the generic mud texture seen in-game. They constructed a shader file for it, but it doesn't appear to work.

Home_gre_alph#

Some grass that would hang from Shrek's house, but was later replaced with a darker moss/grass like texture.

Home_path#

A path texture that would've been used for when Shrek may have run back to his home before leaving to Far Far Away.

Home_rocks#

A darker texture for the little stones that are occasionally seen on the ground.

W_Cube0#

1st texture used for a cube map for water.

W_Cube1#

2nd texture used for a cube map for water.

W_Cube2#

3rd texture used for a cube map for water.

W_Cube3#

4th texture used for a cube map for water.

W_Cube4#

5th texture used for a cube map for water.

W_Cube5#

6th texture used for a cube map for water. Note that this texture is identical to "Ground_dark."

water#

A really oddly darkened water texture. Comes with some form of reflection.

water_base#

A slightly different water texture variant that appears slightly more vibrant than that of Hunt.

Ambush Textures#

apple_exploding#

The texture for an apple that a peasant could throw.

apple_rotten#

The texture for an apple that a peasant could throw.