Common Prefixes & Suffixes: Difference between revisions
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Now printing! | Now printing! | ||
==== Dragon Engine (as of | ==== Dragon Engine (as of Infinite Wealth) ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Letter !! Explanation | ! Letter !! Explanation | ||
|- | |- | ||
| a || Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models | | a || Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models, is used for some | ||
models with UBIK bones starting with Infinite Wealth | |||
|- | |- | ||
| b || LOD armature? | |||
|- | |- | ||
| c || Mascot outfit, used exclusively for Kamuroppo | | c || Mascot outfit, used exclusively for Kamuroppo | ||
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| d || Sandwich board enemies in Yakuza: Like a Dragon | | d || Sandwich board enemies in Yakuza: Like a Dragon | ||
|- | |- | ||
| e || Seemingly unused; character_bone_type in IW claims it's for a "clown" but they use an animal armature instead | |||
|- | |- | ||
| f || | | f || Okubo's long hair in JE, Shishido's Jacket in gaiden, magnified intro models in IW (the scene with the ant) | ||
|- | |- | ||
| g || | | g || Okubo's long hair in JE (again), Soma & Sadamoto's jacket in Lost Judgment so they can pull stuff from their inner pocket | ||
|- | |- | ||
| h || Kimono / hakama | | h || Kimono / hakama | ||
|- | |- | ||
| i || | | i || Used for the roller skating waitresses in Infinite Wealth, unused in lost judgement | ||
|- | |- | ||
| j || Used for Shintani in JE | | j || Used for Shintani in JE and Hello work Ichiban in Infinite Wealth | ||
|- | |- | ||
| k || Baby | | k || Baby | ||
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| n || Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han) | | n || Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han) | ||
|- | |- | ||
| o || Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2 | | o || Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2/IW | ||
|- | |- | ||
| p || Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really) | | p || Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really) | ||
|- | |- | ||
| q || Long coat (Ryuji) | | q || Long coat (Ryuji), merged into "s" bones in DE2, used for throat bones? on adachi | ||
|- | |- | ||
| r || Kimono / hakama | | r || Kimono / hakama, used for throat bones? on Tomi in IW | ||
|- | |- | ||
| s || Long coat (Date / Masumi Arakawa) | | s || Long coat (Date / Masumi Arakawa) | ||
|- | |- | ||
| t || Used for Majima's towel in Kiwami 2 | | t || Used for Majima's towel in Kiwami 2 and Yamai's coat in IW | ||
|- | |- | ||
| u || Long | | u || Long raincoat/ closed coats (Kuriowa), used for throat bones? in IW on saeko | ||
|- | |- | ||
| v || Used for Saori (JE/LJ)'s hair | | v || Used for Saori (JE/LJ)'s hair | ||
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|- | |- | ||
| spe || Objects specific to an area in game (i.e not generic enough to be placed anywhere) | | spe || Objects specific to an area in game (i.e not generic enough to be placed anywhere) | ||
|- | |||
| spte || Speedtree generated plants | |||
|- | |- | ||
| stg || In world assets | | stg || In world assets |
Latest revision as of 22:42, 30 December 2024
This is a list of common prefixes & suffixes used by Ryu Ga Gotoku Studios, for a variety of file formats and functions. These are used so files can be identified quickly in a huge folder.
Please note the true/intended meaning of abbreviations may not be clear; these are approximations.
General
Abbreviation | Explanation |
---|---|
arm | Weapon |
auth | 'Authoring Mode' -- models or assets used in game cutscenes, or heat actions |
adv | 'Adventure' -- models or assets used in the game world |
ci | Cabaret Island, internal name for the cabaret club minigame in Yakuza 0, and is carried over to K2/JE |
hact | Heat Action |
kara | Karaoke |
mng | Minigame |
pxd | Internal name for all versions of the game engine from PS3 onward |
ri | Resort Island; the internal name for Dondoko Island in Infinite Wealth |
tex_auto_lod_cv | LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) |
Models / .gmd
General Prefixes & Suffixes
Prefix/suffix | Explanation |
---|---|
_[xx] | Numbers with nothing else surrounding them can often be the age of the character, used in flashbacks. (example: c_cw_f_mamiya_18) |
_agura | Sat crosslegged |
_aura | Heat action aura |
_auth | Used specifically for a cutscene or heat action |
_b_ | Bottoms (skirts, pants, etc) |
_bd[xx] | Bloodied, injured, gunshot wounds |
_bound / _shibari / _rope | Tied up |
_chd | Child model, specific to Dragon Engine |
_ci[xx]_ | Cabaret club outfit/hairstyle |
_dead | Dead (not sleeping) |
_f_ | Head |
_fat | Fat body type for men, usually reserved for enemies |
_h_ | Headwear/hair |
_hand / _arm / _darts | Hand used for the darts minigame |
hless | Homeless |
_juban | Garment worn under a kimono |
_kega | Injured, usually gravely |
_LL | Introduced in Infinite Wealth. Used for overweight NPCs, different to _fat? |
_mus | Muscular body type for men, usually reserved for enemies |
_naked | Shirtless for male characters, typically fully nude for women |
_nocloth | No cloth physics, specific to OOE |
_out | Coats, usually worn by hostesses specifically |
_pocket | Adjusted models for hands in pockets |
_sit | Suit tails/skirts adjusted for sitting down |
_sode | Rolled up sleeves |
_t_ | Tops/torso |
tu | An outfit used for promotional locations such as Club SEGA/GiGO or Karaokekan |
_x_ | Typically an outfit combined as one model |
a[xx]_ | Used in a specific cutscene. The number will line up with the entry in that game's "auth" folder. |
c[xx]_ | Used for a specific chapter |
Armatures
Prior to Dragon Engine
Now printing!
Dragon Engine (as of Infinite Wealth)
Letter | Explanation |
---|---|
a | Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models, is used for some
models with UBIK bones starting with Infinite Wealth |
b | LOD armature? |
c | Mascot outfit, used exclusively for Kamuroppo |
d | Sandwich board enemies in Yakuza: Like a Dragon |
e | Seemingly unused; character_bone_type in IW claims it's for a "clown" but they use an animal armature instead |
f | Okubo's long hair in JE, Shishido's Jacket in gaiden, magnified intro models in IW (the scene with the ant) |
g | Okubo's long hair in JE (again), Soma & Sadamoto's jacket in Lost Judgment so they can pull stuff from their inner pocket |
h | Kimono / hakama |
i | Used for the roller skating waitresses in Infinite Wealth, unused in lost judgement |
j | Used for Shintani in JE and Hello work Ichiban in Infinite Wealth |
k | Baby |
l | Jacket physics (Yagami, Suguira) |
m | Male/generic character, has bones for suit jackets |
n | Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han) |
o | Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2/IW |
p | Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really) |
q | Long coat (Ryuji), merged into "s" bones in DE2, used for throat bones? on adachi |
r | Kimono / hakama, used for throat bones? on Tomi in IW |
s | Long coat (Date / Masumi Arakawa) |
t | Used for Majima's towel in Kiwami 2 and Yamai's coat in IW |
u | Long raincoat/ closed coats (Kuriowa), used for throat bones? in IW on saeko |
v | Used for Saori (JE/LJ)'s hair |
w | Woman |
x | Used for Haruka (Y6)'s ponytail |
y | Schoolgirl skirt "physics" in JE drone minigame |
z | Used in Kiwami 2 for hostesses, has attach points for outfits & accessories |
Asset / Reactor Prefixes
Dragon Engine
Most will have a letter between its prefix & the item name - this is the codename of the game it is taken from. So for example, army400_stk_umbrella_cl_a (Nanba's default umbrella weapon in Y:LAD, or 'yazawa').
Name | Explanation |
---|---|
a_xx | Cutscene models, xx being the chapter it appears in |
arm | Weapons |
bik | Bicycles |
bs | Debug weapon |
car | Vehicles being driven on a road |
dcl | Decals |
dor | Doors |
gls | Panes of glass / windows |
hct | Heat action specific assets |
itm | In game items, such as Staminan or Tauriner |
kan | Electronic signboards |
min | Minigame specific assets |
nrn | Noren -- traditional Japanese curtains for doorways & windows |
prp | Generic, all purpose props |
res | Dondoko Island props (specific to Infinite Wealth) |
spe | Objects specific to an area in game (i.e not generic enough to be placed anywhere) |
spte | Speedtree generated plants |
stg | In world assets |
swg | Swaying objects like lanterns |
tes | Test / debug objects |
chara.par folders
Prior to Dragon Engine
Name | Explanation |
---|---|
accessory | Typically physics-enabled 'accessories' such as Majima's ponytail in Yakuza 0 |
adv | Game world models |
auth | Cutscene (authoring) models |
btms | Pants, trousers, skirts, etc, typically specifically for pedestrians & unimportant NPCs |
face | Heads, typically specifically for pedestrians & unimportant NPCs |
hair | Hair |
tops | Shirts, jackets, etc, typically specifically for pedestrians & unimportant NPCs |
z_btm | Only appears in Dead Souls. Models used for zombies' pants. |
z_face | Only appears in Dead Souls. Models used for zombies' heads. |
z_upr | Only appears in Dead Souls. Models used for zombies' torsos. |
Dragon Engine
Name | Explanation |
---|---|
adv | Only appears in Yakuza 6, same as Old Engine's usage; models used in the game world |
auth | Only appears in Yakuza 6, same as Old Engine's usage; models used in cutscenes |
bone | Bone reference .gmds |
btms | Pants, trousers, skirts, etc |
dds | Textures |
dds_hires | As above. Appears in Lost Judgment onwards |
dds_prg_use | Blood splatters for faces |
face | Heads |
face_blend | Seems to be used for facial animations? |
face_target | Facial expressions for characters |
hair | Hair |
tops | Shirts, jackets, etc, also usually full models for characters who are one chunk |
ubik | Appears in Lost Judgment onwards, is used for cloth & hair physics |
Textures
Stages & Assets
Dragon Engine
Suffix | Explanation |
---|---|
at | Props used in cutscenes and/or are intended to be seen upclose, like a phone screen or a photograph |
bl | Dirt/grime overlay layer |
cc | Concrete |
cl | Cloth |
cm | "Common" materials, usually colours or debug/fallback textures |
db | UI assets that are also counted as in game world assets (shogi pieces in Y:LAD, coffee chart in JE) |
gd | Dirt, sand, plantlife |
gm | Vehicles |
gs | Glass |
lo | Lightmap/shadow stuff |
mt | Metal |
ne | Neon signs/scrolling LED signs |
oj | General use assets & objects |
ot | Greebles (detailing added for visual interest) |
pl | Plastic |
pp | Paper/cardboard |
pt | Botany |
rd | Road surfaces, asphalt, pavement etc |
rp | Screens; usually smartphones, seems to also apply to computers & televisions too |
sb | Billboards & commercial posters |
sn | Stone and masonry |
sy | Skybox; far away objects that can be seen in the distance |
tc | Minigame specific assets |
tl | Tiles and bricks |
tu | Typically textures that are related to crossovers and/or promotions |
vg | Food |
wd | Wood |
Stage
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metallic, blue is a mask for colour palettes.
- _so - Light map? (Needs more research)
- _i - Glow / emissive map. Rarely used.
Assets
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes.
- _o - Ambient occlusion.
- _tr - Subsurface scattering map. Only really used for leaves on plants.
- _i - Glow / emissive map. Rarely used.
Characters
Dragon Engine
- _di - Basic diffuse/albedo map. Can use alpha layer transparency.
- _tn - Normal map. Blue channel often reversed.
- _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
- _tr - Subsurface scattering map.
- _mt - Multi map, used for PBR shading. Red channel is metallic (anisotropic rotation for hair), green channel is ambient occlusion (specular for hair), blue channel is glossiness, alpha layer is a mask for the repeating textures on the secondary UV.
- _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model.
- _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model.
- _rm - Specularity (of sorts) for repeating textures
Motions / .gmt / Auth & Heat Actions
Movement
General
Prefix/suffix | Explanation |
---|---|
act | Typically action animations, such as using a smartphone or saying hello |
add | Animations added to an idle pose, such as nodding or hand gestures |
en | End of a looped animation |
lp | Looped |
kamae | Posed animation, usually for idling |
st | Start of a looped animation |
std | Standing |
sit | Sitting/crouching down |
tlk | Animations used in cutscenes for talking |
Battle
Prefix/suffix | Explanation |
---|---|
ath | Successful strike |
atg | Strike that is parried or otherwise blocked |
atm | Strike intended to initiate a grab or throw. Usually paired with 'sze'. |
btlst | Used whenever a battle is initiated |
dwn | Used whenever the target is prone on the floor |
grd | Guarding |
hok | Hook punch |
nge | Grab/throw |
ont_act | Taunt. Specific to Y7, is basically just an idle animation here |
pvk | Taunt |
[x]ren | Multiple strikes, where x is the quantity |
rev | Reversal |
skl | RPG skill, typically only used in Y7, but has carried over to LJ for generic animations |
swy | Rolling out of the way of a move |
sy0 | A synced move, such as a throw, from the attacker's perspective |
sy1 | A synced move, such as a throw, from the target's perspective |
sze | An attempted grab |
Weapon Types
Abbreviation/code | Explanation |
---|---|
sud | Barefisted (from 'sude') |
wpa | Lightweight 1-handed objects (Traffic cones, pipes and such) |
wpb | Knives (Also broken bottles and Chinese Dao Broadswords in OE) |
wpc | Light 2-handed objects (Beer Crates and such) |
wpd | Baseball bats |
wpe | Swords (Mainly Katanas but also Chinese Dao Broadswords in DE ) |
wpf | Heavy 2-handed object (Bicycles, Motorcycles, signboards, etc) |
wpg | Longswords / Hammers |
wpi | Spears/Poles |
wpj | Shotguns |
wpk | Dual wielded pistols |
wpl | Muskets |
wpm | Knuckle dusters |
wpp | Cannons |
wpt | Tonfa |
wpu | Dual Claws |
wpv | Nunchucks |
wpw | Wild Dance (Pistol and Katana wielded simultaneously, Ishin only) |
wpx | Kali sticks |
wpy | Pistols |
wpz | Chainsaws |
tue | Nanba's 'stave' (umbrellas etc) |
btn | Adachi's police truncheon |
bag | Saeko's handbag |
cut | Eri's boxcutter |
Authoring / Heat Action Specific
Abbreviation/code | Explanation |
---|---|
A | Auth (intro/cutscene) |
B | Battle start or mid-battle sequence |
BC | Name caption |
C | Chase (JE/LJ), Cam (Y6), Continue? (Y7/8) |
D | Poundmate delivery |
EC | Enemy Cam (battle start) |
F | Flashback |
H | Heat Action |
I | Interaction |
M | Minigame |
MN | Music video cutscenes in karaoke |
P | Main menu or battle action |
S | Sequence |
T | Talk, also Coliseum in Gaiden |
X | Interactive/Menu |