Transformers (PlayStation 2, International)/Unused Models
This is a sub-page of Transformers (PlayStation 2, International).
Contents
Mini-Con Models
File directory: tfa2.zip\ANIMATION\MISCELLANEOUS\MINICONS
A handful of early Mini-Con models were left in the game. Unlike the final Mini-Con models, these early models are not comprised of multiple parts that the game can use interchangeably. Most of these models lack animations. It should be noted that these models would have been used for a variety of Mini-Cons. However, this page will only further elaborate on the Mini-Con's name (indicated by the model filename) and the weapon/tool mentioned in the model file's header. Some of these Mini-Cons have renders present in Build 5171.
Most of these models use one of two texture sheets. Each texture has a total of five different palettes. Compared to the renders found in Build 5171, the textures found in the game files are lower quality and additional palettes appear very messy and unrefined.
Bugout, Fullspeed, Pressor, Redline, and Tractor use the following textures:
Landslide, Shock, Skirmish, and Sparkjump use the following textures:
Bugout
Header data specifies that this is "EmergencyWarpGate", which was cut from the game. Compared to some of the other cut Mini-Cons, Bug-Out was axed late enough to be fully functional in Build 3944.
Fullspeed
Header data indicates that this is "DashTurboBoostEnhanced". This was obviously adapted into Fullspeed (Super Dash).
Pressor
Header data indicates that this is "repulsion_beam". This Mini-Con and ability was completely cut from the game. Pressor makes a very small appearance in the scale chart.
Redline
The header indicates that this is "DashTurboBoost". As seen in Build 3944, Redline is an earlier name for Highgear (Dash).
Tractor
Header data describes Tractor as "TractorBeamGrabber". This was obviously adapted into Tractor (Tractor Beam).
Landslide
Header data indicates that this is "grenade_launcher". Landslide seems to be an earlier name for Slapshot (Grenade Launcher).
Shock
Indicated by the header, Shock was a "Cannon_Heavy". A tier 1 Heavy Cannon was cut from the game, though the upgraded Aftershock (Super Heavy Cannon) made it in. A pre-release video has a red variant of "Shock" popping out of a Mini-Con panel.
Skirmish
Skirmish's header data indicates that this Mini-Con is an "AssaultBlaster". In the final game, Skirmish is the Heavy Blaster (internally HeavyAssaultBlaster). Internally, "AssaultBlaster" is the default R1 blaster you start the game with. It's unlikely that the player's starter weapon was supposed to be a Mini-Con, this is likely just a case of naming schemes which no longer make sense when considering the final game.
Sparkjump
Sparkjump's header data specifies this Mini-Con as an "ElectricArkGun_Heavy", which is pretty close to the final Sparkjump (Heavy Arc Gun)'s internal name (HeavyElectricArcGun).
Jetpack
Unlike the rest of the unused Mini-Con models, Jetpack is unique for a few reasons. Jetpack has its own unique texture which lacks additional color palettes and is primarily gray instead of being one of the five Mini-Con team colors. The model also has an animation called JUMP. While Jetpack's name suggests that this Mini-Con was some sort of jet pack, header data specifies the model as "BoostJump", indicating that Jetpack is actually a preliminary version of Highjump (Boost Jump).
Jetpack's texture has some unused data which isn't mapped to the model.
Texture | UV Layout |
---|---|
High Res Sphere
File directory: tfa2.zip\FXTXTR\HIRESSPHERE.VBIN
Specifically, the sphere has 872 vertices or 2638 triangles.
Camera
File directory: tfa.zip\USERINTERFACE\MODELS\CAMERA.VBIN
A cone which, according to its filename, is a camera.
UI Test 1 & 2
File directory: tfa.zip\USERINTERFACE\MODELS\UI_TEST1.VBIN & UI_TEST2.VBIN
The models have six Mini-Con panel-shaped things in it. UI Test 1 and 2 look practically identical, though UI Test 1 has more vertices in it. Despite the added vertices, the models don't look visually distinct.
World
File directory: tfa.zip\USERINTERFACE\MODELS\WORLD.VBIN
A very cool holographic model of the Earth. The model utilizes two spheres to give the hologram some depth. This is a leftover model from Grand Prix Challenge. The model shows up on the game's main menu if you swap to the "Championship" button. The grey dots present on the model are supposed to be orange.
Early HQ Model
File directory: tfa.zip\USERINTERFACE\MODELS\UIWORLD.VBIN
What appears to be an early iteration of the HQ. The HQ has six computers scattered around with three hallways leading out of the room. Each monitor has its own unique texture called SCREEN#.ITF referenced, all of which are 8x8 textures featuring an arrow with a differently colored background. There are no other textures referenced in this model.
Unseen Model Data
Hot Shot
Hot Shot's vehicle mode has some geometry present behind the tail lights. This seems to be a leftover from an earlier model iteration where the tail lights were recessed into the car.
Megatron
The flaps present on one of Megatron's shoulders remain static in-game. However, the flaps are fully modelled out and have otherwise unseen texture and model data present underneath. In addition, the area covered by the flaps cannot be seen normally. The circular detailing present underneath the flaps and in the orange sections are otherwise not mapped elsewhere on the model.
Dead End
Because Dead End is docked onto Unicron at all times, the lower half of this model is never seen during the final level. The lower half of Dead End has a fair amount of detail modelled out along with texture information which is otherwise cannot be seen in-game.
Unicron
As Dead End is docked onto Unicron at all times, the circular indent present on Unicron's surface cannot be seen. In addition, the texture detailing present within the indent is not mapped elsewhere on the model.