Common Prefixes & Suffixes: Difference between revisions
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Revision as of 16:09, 15 June 2023
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 |
| 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 |
| _juban | Garment worn under a kimono |
| _kega | Injured, usually gravely |
| _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 |
| _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
| Letter | Explanation |
|---|---|
| a | Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models |
| b | Unused (as of Lost Judgment) |
| c | Mascot outfit, used exclusively for Kamuroppo |
| d | Sandwich board enemies in Yakuza: Like a Dragon |
| e | Unused (as of Lost Judgment) |
| f | Seems to be used exclusively for Okubo's long hair in JE, otherwise it's c_am again |
| g | Suits (closed) |
| h | Kimono / hakama |
| i | Only in Lost Judgment, seems to be a copy of c_ca? Not assigned to any used model |
| j | Used for Shintani in JE |
| 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 |
| 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) |
| r | Kimono / hakama |
| s | Long coat (Date / Masumi Arakawa) |
| t | Used for Majima's towel in Kiwami 2 |
| u | Long coat (Kuriowa) |
| 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 |
| spe | Objects specific to an area in game (i.e not generic enough to be placed anywhere) |
| 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_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 | Only appears in Lost Judgment, seems to be physics drivers. Used only for Mami Koda's hair |
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 metallic, green channel is roughness, blue is a mask for colour palettes.
- _so - Light map? (Needs more research)
- _i - Glow / emissive map. Rarely used.
Assets
- _di - Basic diffuse/albedo map. Can use alpha layer transparency.
- _tn - Normal map. Blue channel often reversed.
- _mt - Multi map, used for PBR shading. Red channel is metallic, green channel is roughness, blue is a mask for colour palettes.
- _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
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 |
| nge | Grab/throw |
| pvk | Taunt |
| [x]ren | Multiple strikes, where x is the quantity |
| skl | RPG skill, typically only used in Y7 |
| 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 |
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 |