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 |
Cutscene
|
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
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
|
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
|
gd |
Dirt, sand, plantlife
|
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
|
sb |
Billboards & commercial posters
|
sn |
Stone and masonry
|
sy |
Skybox; far away objects that can be seen in the distance
|
tl |
Tiles and bricks
|
tu |
Typically textures that are related to crossovers and/or promotions
|
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
|
kamae |
Posed animation, usually for idling
|
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
|
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
|