the cutting room mirror

Unused Textures

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

Characters#

Early Light Unit Textures#

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

Early Dropship Textures#

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

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

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

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

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#

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

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.
{| class="wikitable" style="margin: left;" ! Unused ! Used |- |TFA2004_amazon2Level_SKY.png |TFA2004_amazon2Level_DA_SKY.png |}

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

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

Watch on YouTube

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.

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.

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#

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

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#

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#

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.

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.

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

Both icons are internally referred to as being art-related despite only being used for the game's credits option.

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.

N/A

An audio submenu does not exist. There are however two unused string keys present in ENGLISH.TXT referring to an audio submenu.

The newer graphic is also unused.

N/A

No new icon was created for gamemodes, as this feature was cut.

Additive blending is not being applied to the new graphic, hence its odd appearance.

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

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

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