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Transformers (PlayStation 2, International)/Unused Textures

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

Characters

Early Light Unit Textures

The textures mapped onto Build 3944's model.
The textures mapped onto Build 3944's model.

File directory: tfa.zip\LEVELS\EPISODES\06_SPACESHIP\GEOMETRY

The Starship level has a prop featuring a Light Unit being repaired on a table. As it turns out, the textures being used by this prop are actually a very early set of textures for the enemy, likely stemming from before September 2003. It's clear that these textures were created for the model present in Build 3944, evident by the head textures having the same dimensions. The textures give the Light Unit a predominantly gray color scheme with some subtle blue highlights - so subtle in fact that it's impossible to notice this in early gameplay footage or renders.

For some reason, Hasbro based their merchandise of the Light Unit on these early textures.

It's apparent that the Starship prop's head texture has much more detail when compared to Build 3944's.

Starship Prop 3944 Retail
TFA2004 spaceshipLevel LIGHTGEE HEAD.png
TFA2004 3944 LIGHTGEE HEAD.png
TFA2004 LIGHTGEE HEAD.png

Early Dropship Textures

Hmmm...
To do:
The Decepticon insignia lacks transparency. Can it be removed or can transparency be applied correctly?
TFA2004_5171screenshot_spaceshipDropship.png

File directory: tfa.zip\LEVELS\EPISODES\06_SPACESHIP\GEOMETRY

Much like the early Light Unit textures, the Starship level also uses an early set of textures for the prop Dropships. The textures give the Dropship a rusty-metallic and aquamarine color scheme. A texture for the Decepticon insignia was not included in the Starship geometry files, suggesting that this iteration lacked one. This is reflective of early Dropship renders present in the Extras menu, which also lack an insignia.

The gray texture is half the resolution of retail's equivalent and the aquamarine body texture lacks certain details when compared to early renders of the Dropship in prototype builds. Something to note is that Build 5171's Starship level has a different texture for the main body, suggesting that the aquamarine body texture doesn't belong with this set.

Early Final
TFA2004 spaceshipLevel DROPSHIP MAIN.png
TFA2004 DROPSHIP MAIN.png
TFA2004 spaceshipLevel DROPSHIP04.png
TFA2004 DROPSHIP04.png
TFA2004 spaceshipLevel DROPSHIP05.png
TFA2004 DROPSHIP05.png
TFA2004_5171screenshot_aircraftCarrierDropship.png

File directory: tfa.zip\LEVELS\EPISODES\04_AIRCRAFTCARRIER\GEOMETRY

Another early set of textures can be found in the Mid-Atlantic's level files. There is no prop of the Dropship in this level, meaning these textures go unused. This particular color scheme is prominently seen in cutscenes present in Build 3944 and model renders of the Dropship in Build 5171. Once again, a texture for the Decepticon insignia was not included. The main body texture is half the resolution and missing a considerable amount of detail, suggesting that this texture preceded the Starship prop's version. The gray texture is also half the resolution of retail's.

Early Final
TFA2004 aircraftCarrierLevel DROPSHIP MAIN.png
TFA2004 DROPSHIP MAIN.png
TFA2004 aircraftCarrierLevel DROPSHIP04.png
TFA2004 DROPSHIP04.png
TFA2004 aircraftCarrierLevel DROPSHIP05.png
TFA2004 DROPSHIP05.png

File directory: tfa.zip\LEVELS\EPISODES\05_GREENLAND\GEOMETRY

Lastly, a single unused texture belonging to the Dropship can be found in Alaska's geometry folder. The texture appears to be a later version of the texture found in the Mid-Atlantic.

Early Final
TFA2004 greenlandLevel DROPSHIP05.png
TFA2004 DROPSHIP05.png

Unused Mini-Con Palettes

File directory: tfa2.zip\ANIMATION\MISCELLANEOUS\MINICONS

There is an unused green palette for the "Movement" (F1 car) Mini-Con body. By default, all the Mini-Con textures are green, so this palette is likely a byproduct of this.
TFA2004 RBODY Palette1.png

There is an unused red palette for the "Exotic" Mini-Con body. This would have been used for the cut Endgame Mini-Con.
TFA2004 ENDGAME 01 Palette3.png

Unused Level Textures

Amazon

File directory: tfa.zip\LEVELS\EPISODES\01_AMAZON_1\GEOMETRY

The following textures aren't referenced to show up anywhere.
TFA2004 amazonLevel PALM6.png TFA2004 amazonLevel MUD BG3.png

Antarctica

Hmmm...
To do:
CABLE.ITF texture.

File directory: tfa.zip\LEVELS\EPISODES\02_ANTARCTICA\GEOMETRY

The research center had a fair amount of textures cut. At some point in development, there was supposed to be text and numbers on the buildings. "Hanger" is using the wrong variant of the word.
TFA2004 antarcticaLevel HANGER LETTERS.pngTFA2004 antarcticaLevel HANGER NUMBERS.png

A notice sign which, as per earlier builds, was placed on the half-cylinder hangars. You can actually see this sign in the pre-rendered Starscream intro cutscene.
TFA2004 antarcticaLevel RS SIGN SMALL.png

Earlier textures for the half-cylinder hangars exist. They are affixed with "BAK".

Unused Used
TFA2004 antarcticaLevel RS HANGERBAK.png
TFA2004 antarcticaLevel RS HANGERNEW.png
TFA2004 antarcticaLevel RS HANGER03BAK.png
TFA2004 antarcticaLevel RS HANGERNEW2.png
The unused textures mapped onto Antarctica's hangars.
The unused textures mapped onto Antarctica's hangars.

Some crates were cut. The texture sheet suggests they could possibly be placed directly in the snow or a surface with no snow.
TFA2004 antarcticaLevel DRYBOXES.png

A texture for a red generator exists. The generators used in-game are gray and have a different UV map.
TFA2004 antarcticaLevel CT GENERATORS.png

A texture for a red cross is unused. The red texture has an alpha which gives the characteristic red cross appearance. As observed in Build 3944, this texture was pasted on top of a (also cut) building within the research station. Since the Red Cross organization is rather protective of its trademarked logo, it makes sense that this was cut from the game.
TFA2004 antarcticaLevel ML ALPHA.pngTFA2004 antarcticaLevel ML ALPHA ALPHA.png

Lastly, the research centre had some miscellaneous textures cut, which includes a grill, a roof, and a support beam.
TFA2004 antarcticaLevel BR GRILL.png TFA2004 antarcticaLevel ROOF3.png TFA2004 antarcticaLevel RS BEAMS03.png

Some rocky environmental textures are also unused. The first three textures belong to a mountain while the fourth and fifth are a identified as "ROCKSHAPE." The sixth texture is an identical copy of a used texture.
TFA2004 antarcticaLevel MOUNTAIN 3.png TFA2004 antarcticaLevel MOUNTAIN HI.png TFA2004 antarcticaLevel MOUNTAIN LO.png TFA2004 antarcticaLevel ROCKSHAPE 2.png TFA2004 antarcticaLevel ROCKSHAPE TOP.png TFA2004 antarcticaLevel BLUECLIFF 5ALTERNATECOPY.png

Unused snowy textures are also present. This includes basic snow, icy snow, an ice column, two textures specified as being a platform, and some rocky snow textures. The last rocky snow texture has a very small resolution of 16x16.
TFA2004 antarcticaLevel SNOW 01.png TFA2004 antarcticaLevel ICE SNOW.png TFA2004 antarcticaLevel ICECOLUMN1.png TFA2004 antarcticaLevel PLATFORM SNOW.png TFA2004 antarcticaLevel PLATFORM SNOW 2.png TFA2004 antarcticaLevel ROCKYSNOW 1.png TFA2004 antarcticaLevel ROCKSNOW-3.png

A water texture is present which isn't referenced anywhere in the level.
TFA2004 antarcticaLevel WATER.png

In addition to all the research centre and environmental textures, an "invisible wall" texture is present. This texture isn't present in build 3944, but is present in build 5171.
TFA2004 antarcticaLevel INVISWALL.png

Deep Amazon

File directory: tfa.zip\LEVELS\EPISODES\03_AMAZON_2\GEOMETRY

An early sky texture is present. This texture has a similar atmosphere to Deep Amazon skies seen in prerelease media, though it's difficult to determine if this is the same texture seen in said prerelease media.

Unused Used
TFA2004 amazon2Level SKY.png
TFA2004 amazon2Level DA SKY.png
The unused sky texture loaded into Deep Amazon.
The unused sky texture loaded into Deep Amazon.

Duplicates of used tree textures are placed in this directory. These specific files aren't referenced anywhere, though.
TFA2004 amazon2Level BENTTREE TEST.png TFA2004 amazon2Level MIDTREE TEST.png TFA2004 amazon2Level SHORT TREE TEST.png

Copies of textures used in the Amazon level are present but not referenced anywhere.
TFA2004 amazon2Level BUSH GROUND.png TFA2004 amazon2Level TRUNK END.png

There's a slew of unused environmental textures. There's a series of cliff textures present. The first four are grouped together under the "STONE_CLIFF" classification while the fifth is "CLIFF_MOSS". The sixth is a transition from cliff to foliage.
TFA2004 amazon2Level STONE CLIFF 1.png TFA2004 amazon2Level STONE CLIFF 2.png TFA2004 amazon2Level STONE CLIFF 3.png TFA2004 amazon2Level STONE CLIFF 4.png TFA2004 amazon2Level JUNGLE CLIFF MOSS.png TFA2004 amazon2Level JUNGLE CLIFF TO FOLIAGE.png

Some textures with "JUNGLE_RIVER_FOLIAGE" in the filename are not used anywhere.
TFA2004 amazon2Level JUNGLE RIVER FOLIAGE.png TFA2004 amazon2Level JUNGLE RIVER FOLIAGE1.png TFA2004 amazon2Level JUNGLE RIVER FOLIAGE2.png TFA2004 amazon2Level JUNGLE RIVER FOLIAGE3.png

Lastly, there's a weird 16x16 cyan texture called "NORIPPLE".
TFA2004 amazon2Level NORIPPLE.png

Mid-Atlantic

File directory: tfa.zip\LEVELS\EPISODES\04_AIRCRAFTCARRIER\GEOMETRY
File directory: tfa.zip\LEVELS\EPISODES\04_AIRCRAFTCARRIERDEFEATED\GEOMETRY

The following textures can be found unused in both versions of the Mid-Atlantic level.

A low quality rock texture is present. This texture is a zoomed in, less colorful version of the used rock texture.

Unused Used
TFA2004 aircraftCarrierLevel APOSTLE ROCK.png
TFA2004 aircraftCarrierLevel APOSTLE ROCK LARGE.png

Another uninteresting rock texture.
TFA2004 aircraftCarrierLevel APOSTLE TOP.png

An unused sea texture. For some reason, this texture is a whopping 24bpp texture with some random colors in the top left.
TFA2004 aircraftCarrierLevel SEA.png

The following textures can only be found the warship variant of the Mid-Atlantic level.

Some environmental textures are lying around. This includes two sand textures and two sea textures. The latter sea texture has an alpha.
TFA2004 aircraftCarrierLevel APOSTAL SAND.png TFA2004 aircraftCarrierLevel APOSTLE SAND.png TFA2004 aircraftCarrierLevel PLASTICSEA.png TFA2004 aircraftCarrierLevel SEA1.png TFA2004 aircraftCarrierLevel SEA1 Alpha.png

Plenty of textures were dropped from the aircraft carrier. Some textures prefixed with "TURRET" are present. These appear to be earlier textures for Tidal Wave's cannons (specifically, the actor loaded into the pre-boss version of Mid-Atlantic).
TFA2004 aircraftCarrierLevel TURRET2.png TFA2004 aircraftCarrierLevel TURRET1.png TFA2004 aircraftCarrierLevel TURRET CAP.png

Eight green environmental textures were cut. In particular, the first texture is internally referred to as a "grey floor" despite being green. The last texture was supposedly part of a fan.
TFA2004 aircraftCarrierLevel GREY FLOOR02.png TFA2004 aircraftCarrierLevel ACIDWALL 01.png TFA2004 aircraftCarrierLevel ACIDWALL02.png TFA2004 aircraftCarrierLevel CRUISEREXT 03.png TFA2004 aircraftCarrierLevel GREEN.png TFA2004 aircraftCarrierLevel CRUISEREXT 01.png TFA2004 aircraftCarrierLevel ACID WALL.png TFA2004 aircraftCarrierLevel FAN01.png

Some other metal-based environmental textures were also cut. Per the filename, the last texture is supposed to represent some lights which are turned off.
TFA2004 aircraftCarrierLevel HULL 1.png TFA2004 aircraftCarrierLevel HULL 2.png TFA2004 aircraftCarrierLevel GUNMETAL14.png TFA2004 aircraftCarrierLevel DARKGREY 05.png TFA2004 aircraftCarrierLevel BLUE BOLTS.png TFA2004 aircraftCarrierLevel DECK 02.png TFA2004 aircraftCarrierLevel LIGHTGREY 06.png TFA2004 aircraftCarrierLevel GULL.png TFA2004 aircraftCarrierLevel LIGHTOFF.png

A throne was cut from the warship. Unfortunately, the model no longer exists.
TFA2004 aircraftCarrierLevel THRONE01.png TFA2004 aircraftCarrierLevel THRONE02.png TFA2004 aircraftCarrierLevel THRONE05.png TFA2004 aircraftCarrierLevel THRONE03.png TFA2004 aircraftCarrierLevel THRONE04.png

Some textures which were likely intended to be used in the command centers are present. Three hologram textures are unused. While two of the textures are a plain lime green, their alpha channels reveal some art, one of which includes a wireframe of the Starship. The last hologram is a purple-tinted render of Hot Shot.
TFA2004 aircraftCarrierLevel HOLOGRAM 02.png TFA2004 aircraftCarrierLevel HOLOGRAM Alpha.png TFA2004 aircraftCarrierLevel HOLOGRAM 02.png TFA2004 aircraftCarrierLevel HOLOGRAM02 Alpha.png TFA2004 aircraftCarrierLevel HOLOGRAM01.png

Two textures which appear to be computer panels were dropped as well.
TFA2004 aircraftCarrierLevel CPANEL02.png TFA2004 aircraftCarrierLevel CPANEL01.png

A radar texture was also cut. Despite the filename suggesting that it's green, the radar is actually blue!
TFA2004 aircraftCarrierLevel GREENRADAR.png

And lastly, what appears to be an overview of the Pacific Island level with some geographical differences. Note that it's difficult to ascertain if this texture was intended for Mid-Atlantic or an early iteration of Pacific Island. Speaking of which...
TFA2004 aircraftCarrierLevel EasterIslandLeftovers LAND.png

Present in Mid-Atlantic is what seems to be a massive amount of textures from a very early iteration of Pacific Island. This early iteration would have followed the concept art seen in the Extras menu, featuring Tidal Wave as the level boss. This level was entirely reworked, integrating elements from this early iteration of Pacific Island and the cut Volcano level, eventually becoming the Pacific Island level featured in the final game. The only footage available of this early iteration of Pacific Island is the level select video found in Build 3944.

There's a series of textures with the "BC_" prefix which go unused. Different variants of these textures are also found in Pacific Island's geometry folder, albeit unused as well.

TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC TOP.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC1.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC2.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC3.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC4.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC5.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC6.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC7.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC8.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC9.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC10.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC11.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC12.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC TOPBLEND.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers BC TOPBLEND2.png

A temporary grass texture and "volcanic light" texture are present. These textures are also present in Pacific Island's geometry folder..
TFA2004 aircraftCarrierLevel EasterIslandLeftovers GRASS TEMP.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers VOLCANICLIGHT.png

The remaining textures appear to be unique to the Mid-Atlantic's geometry files. There's an unused sky texture present. It shares a filename with the sky texture present in Pacific Island.
TFA2004 aircraftCarrierLevel EasterIslandLeftovers ISLANDSKY4.png

The unused sky texture loaded into Pacific Island.
The unused sky texture loaded into Pacific Island.

A texture called "ROTUNDAL" is present. A rotunda is defined as being a round building. There exists concept art of Pacific Island showing off some round buildings.

TFA2004 aircraftCarrierLevel EasterIslandLeftovers ROTUNDAL 2.png

Concept art depicting the player hopping on some round homes to progress through the level.
Concept art depicting the player hopping on some round homes to progress through the level.

Lastly, there are 63 unused environmental textures belonging to this early iteration of Pacific Island:

Alaska

Hmmm...
To do:
LIGHTONBLUE.ITF needs to be added here. Doesn't seem to display correctly.

File directory: tfa.zip\LEVELS\EPISODES\05_GREENLAND\GEOMETRY

Alaska's unused textures are comprised entirely of environmental textures (excluding a single Dropship texture). Almost half of the textures present in Alaska aren't used.

A texture for a pine tree is present. Compared to the used equivalent, it's higher quality but missing a branch.

Unused Used
TFA2004 greenlandLevel PINE004.png
TFA2004 greenlandLevel PINE004 USED.png

A bunch of cave textures are unused.
TFA2004 greenlandLevel CAVE FLOOR.png TFA2004 greenlandLevel CAVE HI.png TFA2004 greenlandLevel CAVE LO 2.png TFA2004 greenlandLevel CAVE MAINC.png TFA2004 greenlandLevel CAVE MID.png TFA2004 greenlandLevel CAVE TRANS FL.png TFA2004 greenlandLevel CAVE2 MAINC.png TFA2004 greenlandLevel CAVE2 MAINTRANS.png TFA2004 greenlandLevel CAVEINTERIOR.png TFA2004 greenlandLevel CAVE ROCKS.png TFA2004 greenlandLevel CAVE TRANS.png TFA2004 greenlandLevel CAVE TRANS3.png

There's some unreferenced ice textures present as well. The first texture is referred to as the floor for an ice cave. The last texture is a see-through ice texture with its associated alpha.
TFA2004 greenlandLevel ICECAVE BLUE FLOOR.png TFA2004 greenlandLevel ICE 2.png TFA2004 greenlandLevel ICESHELF 5.png TFA2004 greenlandLevel ICESEETHROUGH.png TFA2004 greenlandLevel ICESEETHROUGH Alpha.png

Some mountain and rocky textures go unused.
TFA2004 greenlandLevel MOUNTSNOW.png TFA2004 greenlandLevel MOUNTSIDE MID2.png TFA2004 greenlandLevel ROCKFACE.png TFA2004 greenlandLevel ROCKSHAPE TOP.png

Lastly, some miscellaneous textures are present. This includes three ground textures, some wall textures (with one having an alpha), a waterfall with its associated alpha, and whatever "smalledge_1" is supposed to be.
TFA2004 greenlandLevel GS GROUND3.png TFA2004 greenlandLevel GS GROUND04.png TFA2004 greenlandLevel GS GROUND5.png TFA2004 greenlandLevel JOINWALLS.png TFA2004 greenlandLevel WALLS2.png TFA2004 greenlandLevel WALLS2ALPHA.png TFA2004 greenlandLevel WALLS2ALPHA Alpha.png TFA2004 greenlandLevel WF WATERFALL.png TFA2004 greenlandLevel WF WATERFALL Alpha.png TFA2004 greenlandLevel SMALLEDGE 1.png

Starship

Hmmm...
To do:
Is EX_MOUN_JOIN.ITF also unused?

File directory: tfa.zip\LEVELS\EPISODES\06_SPACESHIP\GEOMETRY

Starship doesn't have many unused textures. Some environmental textures are unreferenced by the level. The first one is an ice floor while the other two are mountain textures.
TFA2004 spaceshipLevel ICEFLOOR.png TFA2004 spaceshipLevel EX MOUN HI.png TFA2004 spaceshipLevel EX MOUN LO.png

An unused texture called LIGHTMAP present.
TFA2004 spaceshipLevel LIGHTMAP.png

Pacific Island

Hmmm...
To do:
Radar textures.

File directory: tfa.zip\LEVELS\EPISODES\07_EASTERISLAND\GEOMETRY

There's a placeholder grass texture present. This texture is also unused in Mid-Atlantic.
TFA2004 aircraftCarrierLevel EasterIslandLeftovers GRASS TEMP.png

A detailed smoke texture. There doesn't seem to be a copy of this texture located elsewhere in the game files.
TFA2004 pacificIslandLevel SMOKE.png

Some unused flat neon color textures are present. In respective order, they are RIVFLOOR.ITF, OFLOOR.ITF, and TURNAROUND.ITF
RIVFLOOR.ITF OFLOOR.ITF TURNAROUND.ITF

There's some peculiar mechanical textures present. The filename for this predominantly gray texture suggests that it's part of some Decepticon HQ.
TFA2004 pacificIsland DEC HQ.png

A variant of the "DEC_HQ" texture is also present, this time with a purple hue and split into four separate images. The filenames are now suggesting that they're part of a spaceship. The textures are much more detailed compared to DEC_HQ.
TFA2004 pacificIsland SPACESHIP 1.pngTFA2004 pacificIsland SPACESHIP 2.png
TFA2004 pacificIsland SPACESHIP 3.pngTFA2004 pacificIsland SPACESHIP 4.png

Three more unused mechanical textures with a purple hue are present.
TFA2004 pacificIslandLevel PANELS.png TFA2004 pacificIslandLevel LEG.png TFA2004 pacificIslandLevel RUNW ENTRANCE.png

Adding on to the peculiar mechanical textures, this one's called "UFO1".
TFA2004 pacificIslandLevel UFO1.png

"DETAIL02A" is of some bronze-colored pipes and wires.
TFA2004 pacificIslandLevel DETAIL02A.png

The name for this unused texture suggests it's part of the aircraft carrier from Mid-Atlantic. However, Mid-Atlantic doesn't have a texture with this filename.
TFA2004 pacificIslandLevel CARRIER BOTTM WALL2.png

A texture for a whale bone is present. There aren't any animal bones present in the game.
TFA2004 pacificIsland WHALE BONE.png

Textures belonging to some man-made structures are present but aren't referenced anywhere. This includes some rusty metal walls, a marble texture, a "WHITEWASHED" texture (which looks like a wall texture), a "CHURCH_BOT" texture, and a stone wall.
TFA2004 pacificIslandLevel RUST WINDOW.png TFA2004 pacificIslandLevel RUSTY MID.png TFA2004 pacificIslandLevel RUSTY TOP.png TFA2004 pacificIslandLevel RUSTY TOP2.png TFA2004 pacificIslandLevel RUSTY TOP3.png TFA2004 pacificIslandLevel MARBLE 1.png TFA2004 pacificIslandLevel WHITEWASHED.png TFA2004 pacificIslandLevel CHURCH BOT.png TFA2004 pacificIslandLevel STONEWALL.png

Much like the Pacific Island leftovers present in Mid-Atlantic, there's also a series of "BC_" textures present. All of these files go unused and are likely leftovers from an earlier iteration of Pacific Island. These textures are different than the ones present in Mid-Atlantic.

TFA2004 pacificIslandLevel BC1.png TFA2004 pacificIslandLevel BC2.png TFA2004 pacificIslandLevel BC3.png TFA2004 pacificIslandLevel BC4.png TFA2004 pacificIslandLevel BC5.png TFA2004 pacificIslandLevel BC6.png TFA2004 pacificIslandLevel BC7.png TFA2004 pacificIslandLevel BC8.png TFA2004 pacificIslandLevel BC9.png TFA2004 pacificIslandLevel BC10.png TFA2004 pacificIslandLevel BC11.png TFA2004 pacificIslandLevel BC12.png TFA2004 pacificIslandLevel BC TOP.png TFA2004 pacificIslandLevel BC TOPBLEND.png TFA2004 pacificIslandLevel BC TOPBLEND2.png

Several textures referring to caves exist. There aren't any caves present in Pacific Island. However, concept art reveals that its earlier iteration was planned to have various caves throughout the island.

Concept art depicting Pacific Island with a cave entrance.
Concept art depicting Pacific Island with a cave entrance.

There's also a collection of textures intended for a sea cave. The filenames for these textures are reflective of an early storyboard image.

Concept art depicting the player gliding through a sea cavern.
Concept art depicting the player gliding through a sea cavern.

Six textures for sand are lying around.
TFA2004 pacificIslandLevel SAND.png TFA2004 pacificIslandLevel SAND1.png TFA2004 pacificIslandLevel SAND2.png TFA2004 pacificIslandLevel SAND3.png TFA2004 pacificIslandLevel SAND4.png TFA2004 pacificIslandLevel SAND5(DEEP).png

Some dirt and a mud texture.
TFA2004 pacificIslandLevel DIRT.png TFA2004 pacificIslandLevel DIRT BANK.png TFA2004 pacificIslandLevel MUDDY.png

A couple rocky textures. The first texture is a rocky road with the second one being its alpha. Variants of the third texture are present in the Mid-Atlantic geometry folder. A copy of the fourth texture is also present in the Mid-Atlantic geometry folder. The last texture is a transition from rocky to grassy.
TFA2004 pacificIslandLevel ROCKYROAD.png TFA2004 pacificIslandLevel ROCKYROAD Alpha.png TFA2004 pacificIslandLevel ROCKON2.png TFA2004 aircraftCarrierLevel EasterIslandLeftovers VOLCANICLIGHT.png TFA2004 pacificIslandLevel ROCK.png TFA2004 pacificIslandLevel ROCK 5.png TFA2004 pacificIslandLevel ROCK BLEND.png TFA2004 pacificIslandLevel ROCKGRASS.png

Lastly, there's some textures for the sea. An alpha for the first image exists and is pictured next to it. The second image does not have an alpha.
TFA2004 pacificIslandLevel SEA1.png TFA2004 pacificIslandLevel SEA1 Alpha.png TFA2004 pacificIslandLevel SEA.png

Cybertron

File directory: tfa.zip\LEVELS\EPISODES\08_CYBERTRON\GEOMETRY

The filenames classify these textures as part of the tan HQ building.
TFA2004 cybertronLevel TAN HQ BASE.pngTFA2004 cybertronLevel TAN HQ RING.png

Per the filename, this is a temporary texture.
TFA2004 cybertronLevel TEMP.png

The filename states that this is supposed to be the top of a building. However, it's a flat light gray color.
TFA2004 cybertronLevel BUILDINGTOP.png

Stars! ✨
TFA2004 cybertronLevel STAREMIT.png

What appears to be an artist's rendition of a nebula.
TFA2004 cybertronLevel CLOUDS.png

A portion of a stock photo of Kuwait. The road depicted is in-between the Al-Shamian Mosque and the Liberation Tower.
TFA2004 cybertronLevel PLANET MAP.png

An image of the NGC 3603 Nebula.
TFA2004 cybertronLevel SPACE.png

A photo of Mars with some funky colors.
TFA2004 cybertronLevel PLANET.png

This rather large image is apparently a "planet glow." The alpha of this image is depicted.
TFA2004 cybertronLevel PLANETGLOW.png

Miscellaneous Textures

Placeholder Extras Menu Icons

File directory: tfa.zip\USERINTERFACE\TEXTURES\EXTRAS

Some placeholder Extras menu icons were left in the game. Compared to the used icons, these use text instead of illustrations and have some shading present inside of them. Some icons lack a used equivalent, instead either being split into different icons encompassing different aspects of its topic or were simply not updated.

Old New Notes
TFA2004OLD EX ART.png TFA2004 EX ART ART.png
TFA2004OLD EX ART ATR.png TFA2004 EX ART ATA.png Both icons are internally referred to as being art-related despite only being used for the game's credits option.
TFA2004OLD EX ART DRM.png TFA2004 EX ART COM.png Dream refers to Dreamwave Productions, a now-defunct comic book publisher responsible for the four mini-comics that appear in the Comics submenu. There is also another unused Dreamwave icon that utilizes the publisher's logo.
TFA2004OLD EX ART HAS.png TFA2004 EX ART HAS.png
TFA2004OLD EX AUD.png N/A An audio submenu does not exist. There are however two unused string keys present in ENGLISH.TXT referring to an audio submenu.
TFA2004OLD EX EMP.png TFA2004 EX EMP.png The newer graphic is also unused.
TFA2004OLD EX GAM.png N/A No new icon was created for gamemodes, as this feature was cut.
TFA2004OLD EX NEW.png TFA2004 EX NEW.png Additive blending is not being applied to the new graphic, hence its odd appearance.
TFA2004OLD EX UNK.png TFA2004 EX UNK.png
TFA2004OLD EX VID.png N/A There is an unused key in ENGLISH.TXT referring to a Video submenu. In the finished product, different icons are used for different videos.

Unused Extras Menu Icons

File directory: ta_xtras.zip\USERINTERFACE\EXTRAS\ICONS

In addition to the placeholder extras menu icons, there are also some unused icons. This folder contains a few duplicates of the placeholder icons mentioned above, however some of these icons lack shading.

Other Unused Textures

File directory: tfa.zip\USERINTERFACE\MODELS

A very tiny graphic depicting line-art of Drillbit from the Transformers: Armada cartoon. Build 3944 has this same graphic in much higher resolution.

Retail 3944
TFA2004 MINICONIMG.png TFA2004 3944 MINICONIMG.png

File directory: tfa.zip\USERINTERFACE\TEXTURES

An icon of a warpgate, which was likely used on some sort of menu.
TFA2004 3944 MC WRP.png

File directory: tfa.zip\USERINTERFACE\TEXTURES\INGAME

A white box and a variant with a green check mark in it. The former image has its alpha channel displayed, as the image is purely white otherwise.
TFA2004 EMPTYBOX ALPHA.pngTFA2004 TICK.png

A mishmash of menu parts for an early menu. Each piece is 32x32 and can be combined to create a variety of differently shaped menus.
TFA2004 MENUPARTS.png

What's likely a placeholder graphic that would appear when picking up the Deep Amazon art Data-Con. The filename has a typo spelling "ATR" rather than "ART", which is probably why it wasn't overwritten by the final icon. The graphic itself is cropped from one of Amazon's storyboards.
TFA2004 ATRWORLDS03DEEPAMAZON.png

File directory: tfa2.zip\HUD

The Transformers: Armada logo and the Atari logo. This file is located with the rest of the in-game HUD elements, indicating that these logos were displayed in-game.
TFA2004 WMARK.png

Some primitive graphics called "ZSPEED" and "ZBAR". Assuming they're related, perhaps it's a meter representing your speed. The alphas of both images are shown.
TFA2004 ZSPEED Alpha.png TFA2004 ZBAR Alpha.png

File directory: tfa2.zip\FXTXTR

Some effects prefixed with "TURRETIMPACT". As evident by early footage, these effects appear to stem from the 2002 iteration's version of the turret.
TFA2004 TURRETIMPACTCENTRE.png TFA2004 TURRETIMPACTSTREAK.png

File directory: tfa.zip\USERINTERFACE\TEXTURES\BACKGROUND

An unused Atari Melbourne House (AMH) and Hasbro logo are present. These are intended to be shown upon booting the game up. Instead of using these graphics, AMH's is shown using an FMV while Hasbro's logo was shoved into the legal information graphic. Early prototype builds utilize unique images to display the Hasbro and AMH logos. While the Hasbro graphic is used in Build 5171, AMH's is unique as it seems to be dated sometime after Build 5171. There is no build available which actually uses this particular AMH logo.

TFA2004 AMH.png TFA2004 HASBROLOGO.png

Unused Fonts

File directory: tfa2.zip\FONTS

Hmmm...
To do:
Needs some more investigation.

BANKGOTHIC is a very old leftover, stemming from Men in Black II: Alien Escape. Evident by early footage, this font was actually used in the 2002 iteration for some debug readout information.
TFA2004 Font BANKGOTHIC.png

TARGW24 was used for the distance integer present above the reticle in-game. This functionality can be observed in Build 3944, Build 5171, and pre-release media.
TFA2004 Font TARGW24.png

WHITE18 stems from the Dreamcast version of Le Mans 24 Hours.
TFA2004 Font WHITE18.png

The following fonts are explicitly mentioned as being debug fonts in their filename. The alpha channel for the first image is shown, as it is purely black otherwise.
TFA2004 Font DEBUGFONT Alpha.png TFA2004 Font UT DEBUG.png

HUDFONT was used in earlier builds, such as Build 3944. When in the Mini-Con loadout menu in Autobot HQ, the "1020 40" numbers use this font.
TFA2004 Font HUDFONT.png

SHAREDFONTS stems from the PS2 version of Grand Prix Challenge.
TFA2004 Font SHAREDFONTS.png