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Transformers (PlayStation 2, International)/Unused Models

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This is a sub-page of Transformers (PlayStation 2, International).

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:
TFA2004 PRESSOR.png TFA2004 MiniCon PRESSOR Palette2.png TFA2004 MiniCon PRESSOR Palette3.png TFA2004 MiniCon PRESSOR Palette4.png TFA2004 MiniCon PRESSOR Palette5.png

Landslide, Shock, Skirmish, and Sparkjump use the following textures:
TFA2004 COMBAT NORMAL.png TFA2004 MiniCon COMBAT NORMAL Palette2.png TFA2004 MiniCon COMBAT NORMAL Palette3.png TFA2004 MiniCon COMBAT NORMAL Palette4.png TFA2004 MiniCon COMBAT NORMAL Palette5.png

Bugout

TFA2004 bugoutFront.png

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

TFA2004 fullspeedFront.png

Header data indicates that this is "DashTurboBoostEnhanced". This was obviously adapted into Fullspeed (Super Dash).

Pressor

TFA2004 pressorFront.png

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

TFA2004 redlineFront.png

The header indicates that this is "DashTurboBoost". As seen in Build 3944, Redline is an earlier name for Highgear (Dash).

Tractor

TFA2004 tractorFront.png

Header data describes Tractor as "TractorBeamGrabber". This was obviously adapted into Tractor (Tractor Beam).

Landslide

TFA2004 landslideFront.png

Header data indicates that this is "grenade_launcher". Landslide seems to be an earlier name for Slapshot (Grenade Launcher).

Shock

TFA2004 shockFront.png

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

TFA2004 skirmishFront.png

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

TFA2004 sparkjumpFront.png

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

TFA2004 JetpackFront.png

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
TFA2004 GREYSCALE01.png
TFA2004 GREYSCALE01 UVs.png

High Res Sphere

TFA2004 Render HIGHRESSPHERE.png

File directory: tfa2.zip\FXTXTR\HIRESSPHERE.VBIN

Specifically, the sphere has 872 vertices or 2638 triangles.

Camera

TFA2004 Render CAMERA.png

File directory: tfa.zip\USERINTERFACE\MODELS\CAMERA.VBIN

A cone which, according to its filename, is a camera.

UI Test 1 & 2

TFA2004 Render UI TEST2.png

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

TFA2004 Render WORLD.png

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

TFA2004 Render UIWORLD.png

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.

TFA2004 SCREEN1.png TFA2004 SCREEN2.png TFA2004 SCREEN3.png TFA2004 SCREEN4.png TFA2004 SCREEN5.png TFA2004 SCREEN6.png

TFA2004 Render UIWORLD Interior.png

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.
TFA2004 UnseenGeo HotShotCar.png

Early model render.
Early model render.

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.
TFA2004 UnseenGeo Megatron.png

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.
TFA2004 UnseenGeo DeadEnd1.pngTFA2004 UnseenGeo DeadEnd2.png

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.
TFA2004 UnseenGeo Unicron.png