Common Prefixes & Suffixes: Difference between revisions
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== Models / .gmd == | == Models / .gmd == | ||
=== General Prefixes & Suffixes === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
Line 85: | Line 87: | ||
|- | |- | ||
| c[xx]_ || Used for a specific chapter | | c[xx]_ || Used for a specific chapter | ||
|} | |||
=== chara.par folders === | |||
==== Prior to Dragon Engine ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! 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 | |||
|} | |||
==== Dragon Engine ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Name !! Explanation | |||
|- | |||
| 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 | |||
|} | |} | ||
Revision as of 11:18, 15 April 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 |
hact | Heat Action |
kara | Karaoke |
mng | Minigame |
pxd | Internal name for all versions of the game engine from PS3 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 |
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 |
Dragon Engine
Name | Explanation |
---|---|
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 |
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 |
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)
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.
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.
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 |