Common Prefixes & Suffixes: Difference between revisions

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! Abbreviation !! Explanation
! Abbreviation !! Explanation
|-
|-
| auth || Cutscene
| 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  
| adv || 'Adventure' -- models or assets used in the game world  
|-
|-
| ci || Cabaret Island, internal name for the cabaret club minigame in Yakuza 0
| ci || Cabaret Island, internal name for the cabaret club minigame in Yakuza 0, and is carried over to K2/JE
|-
|-
| hact || Heat Action
| hact || Heat Action
|-
| kara || Karaoke
|-
|-
| mng || Minigame
| mng || Minigame
|-
| pxd || Internal name for all versions of the game engine from PS3 onward
|}
|}


== Models / .gmd ==
== Models / .gmd ==
=== General Prefixes & Suffixes ===
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
| _b_ || Bottoms (skirts, pants, etc)
| _b_ || Bottoms (skirts, pants, etc)
|-
| _bd[xx] || Bloodied, injured, gunshot wounds
|-
|-
| _bound / _shibari / _rope || Tied up
| _bound / _shibari / _rope || Tied up
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| _chd || Child model, specific to Dragon Engine
| _chd || Child model, specific to Dragon Engine
|-
|-
| _cixx_ || Cabaret club outfit/hairstyle
| _ci[xx]_ || Cabaret club outfit/hairstyle
|-
|-
| _dead || Dead (not sleeping)
| _dead || Dead (not sleeping)
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|-
|-
| c[xx]_ || Used for a specific chapter
| c[xx]_ || Used for a specific chapter
|}
=== Armatures ===
==== Prior to Dragon Engine ====
Now printing!
==== Dragon Engine ====
{| class="wikitable"
|+
|-
! Letter !! Explanation
|-
| a || Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models
|-
| style="background:#ff5252; color:white;"| b || style="background:#ff5252; color:white;"| Unused (as of Lost Judgment)
|-
| c || Mascot outfit, used exclusively for Kamuroppo
|-
| d || Sandwich board enemies in Yakuza: Like a Dragon
|-
| style="background:#ff5252; color:white;"| e || style="background:#ff5252; color:white;"| 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, arm'''y'''400_stk_umbrella_cl_a (Nanba's default umbrella weapon in Y:LAD, or 'yazawa').
{| class="wikitable"
|+
|-
! 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 ====
{| 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
|-
| 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 ====
{| class="wikitable"
|+
|-
! 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
|}
|}


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|-
|-
| cl || Cloth
| 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
| gd || Dirt, sand, plantlife
|-
| gm || Vehicles
|-
|-
| gs || Glass
| gs || Glass
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|-
|-
| rd || Road surfaces, asphalt, pavement etc
| rd || Road surfaces, asphalt, pavement etc
|-
| rp || Screens; usually smartphones, seems to also apply to computers & televisions too
|-
|-
| sb || Billboards & commercial posters
| sb || Billboards & commercial posters
|-
|-
| sn || Stone and masonry
| sn || Stone and masonry
|-
| sy || Skybox; far away objects that can be seen in the distance
|-
| tc || Minigame specific assets
|-
|-
| tl || Tiles and bricks
| tl || Tiles and bricks
|-
|-
| tu || Typically textures that are related to crossovers and/or promotions
| tu || Typically textures that are related to crossovers and/or promotions
|-
| vg || Food
|-
|-
| wd || Wood
| 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 ===
=== 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 ==
== Motions / .gmt ==


=== Movement ===
=== Movement ===
==== General ====
{| class="wikitable"
|+
|-
! 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 ====
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
| atg || Strike that is parried or otherwise blocked
| 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
| sy0 || A synced move, such as a throw, from the attacker's perspective
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=== Weapon Types ===
=== Weapon Types ===


==== Dragon Engine ====
{| class="wikitable"
{| class="wikitable"
|+
|+
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! Abbreviation/code !! Explanation
! Abbreviation/code !! Explanation
|-
|-
| wpa || Lightweight objects (Traffic cone and such)
| sud || Barefisted (from 'sude')
|-
| wpa || Lightweight 1-handed objects (Traffic cones, pipes and such)
|-
|-
| wpb || Knives
| wpb || Knives (Also broken bottles and Chinese Dao Broadswords in OE)
|-
|-
| wpc || Light 2-handed objects (Beer Crates and such)
| wpc || Light 2-handed objects (Beer Crates and such)
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| wpd || Baseball bats
| wpd || Baseball bats
|-
|-
| wpe || Swords
| wpe || Swords (Mainly Katanas but also Chinese Dao Broadswords in DE )
|-
|-
| wpf || Heavy 2-handed object (Bicycles, Motorcycles, signboards, etc)
| wpf || Heavy 2-handed object (Bicycles, Motorcycles, signboards, etc)
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| wpg || Longswords / Hammers
| wpg || Longswords / Hammers
|-
|-
| wpi || Spears
| wpi || Spears/Poles
|-
|-
| wpj || Shotguns/rifles
| wpj || Shotguns
|-
|-
| wpk || Dual wielded pistols
| wpk || Dual wielded pistols
|-
| wpl || Muskets
|-
|-
| wpm || Knuckle dusters
| wpm || Knuckle dusters
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| wpt || Tonfa
| wpt || Tonfa
|-
|-
| wpu || Claws
| wpu || Dual Claws
|-
|-
| wpv || Nunchucks
| wpv || Nunchucks
|-
| wpw || Wild Dance (Pistol and Katana wielded simultaneously, Ishin only)
|-
|-
| wpx || Kali sticks
| wpx || Kali sticks
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|-
|-
| wpz || Chainsaws
| wpz || Chainsaws
|-
| tue || Nanba's 'stave' (umbrellas etc)
|-
| btn || Adachi's police truncheon
|-
| bag || Saeko's handbag
|-
| cut || Eri's boxcutter
|}
|}


[[Category:Help]]
[[Category:Help]]

Revision as of 15:34, 31 May 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

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
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