_face_skin

MTM Node Group

RAD Node Group

T8 Normal Node Group

EffectCharacterItem
ItemName: 00 (01,02,03)
FighterId: 8
Particle
CharacterEffectItems
ObjectName: "NiagaraSystem'ns_ef_GRL_02'", (NOTE: In T7 it was PS_ for Particle System; however, Niagra is the newest UE5 system)
ObjectPath: /Game/Effect/Polariswork/Character/grl/NiagaraSystem/ns_ef_GRL_02.79
NiagraSystem (ns_)
Abbreviations
Tables of different abbreviations in the game for various assets
Prefix and Suffix
Prefix
Asset
Suffix
CH:
Character
SK:
Skeletal Mesh
SKT:
Skeleton
T:
Texture
Asset Types
Suffix
Texture Info
SK/Skeletal Mesh
3d mesh that is parented to a skeletal rig such as characters, special items, and other objects using rig-based animations.
SM/Static Mesh
3d mesh that has no skeletal rig and is often used for simple accessories, projectiles, and stage assets. Animations are typically simple movements or shape keys if any.
Textures Suffixes
Har/Hair
Suffix
Texture Info
ADI
Alpha / Depth / ID Map (strand)
R
Root Mask
SCM
Scalp Mask
RMA
Roughness / Metallic / AO
H
Height Map
Item/Chars
Suffix
Texture Info
_C
Base Color
_add_C
Color Add... I typically blend-multiply at .50 still need to study exactly why this exists.
_RMA
Roughness Metallic Ambient Occlusion (no sRGB)
_OBD
Opacity, (B), Dirt Mask (no sRGB)
_TSE
Translucency (Emissiion Opacity), Specular, Emissive Color Mask (no sRGB)
_ID
ID Color Mask (no sRGB)
_N
Normal Map
_AN
Normal Map (RG), AO (B Channel)
_RAD
Roughness, Ambient Occlusion, Dirt
_PC
Pattern Color (Color and Alpha of the pattern)
Fac/Face
Suffix
Texture Info
C
Color
R
Root
N
Normal
A
Alpha/Opacity
ADI
Alpha / Depth / ID Map per Strand
MTM
Metallic / Tint / MuscleMask?
SCM
Scalp Mask
RAD
Roughness (Note: I prefer to use this for specular in Blender) / AO (Note: AO Blend 0.5 Multiply looks good) / Dirt
Stage
Suffix
Texture Info
C
Color (Color and Alpha)
N
Normal (DX BC5)
U
(MRA) / Metal / Roughness / Ambient Occlusion
Material Naming Abbreviations (Credit: Information found by Salt)
Suffix
Texture Info
_AN
Anisotropy shading model
_SS
Subsurface shading model
_cube
Use CubeMap
_EA
Use Emissive Animation
_FRN
Use Fresnel
_layered
Use Substrate
_STC
Use Iridescent
_IRM
Use Iridescent, Use 3D Iridescent
_IRU
Use Iridescent, Use 3D Iridescent, 2D/3D Switch
_mask
Masked blend mode
_maskD
Masked blend mode, Use Dither Mask
_maskDT
Masked blend mode, Use Dither Mask, TwoSided
_maskDTS
Masked blend mode, Use Dither Mask, TwoSided, Use TwoSidedSign (flips normalmap on backface)
_maskT
Masked blend mode, TwoSided
_maskTS
Masked blend mode, TwoSided, Use TwoSidedSign (flips normalmap on backface)
_T
TwoSided
_LT
Disable BaseNormal_B, Disable RMA_B
_trans
Translucent blend mode, Use CubeMap
_transT
Translucent blend mode, Use CubeMap, TwoSided
_UVA
Use UV Animation
Character Names and IDs
Character Abbreviation Table
Character Name
Abbreviation
Character ID
Alisa
mnt
18
Angel Jin
xxa
117
Asuka
der
11
Azazael
got
32
Azucena
cat
29
Bryan
cht
7
Claudio
ctr
19
Common Female
cf0
0
Common Male
cm0
0
Dragunov
kmd
15
Dummy
dek
116
Devil Jin
swl
?
Devil Kazuya
xxb
Devil Reina
x28
Eddy
dog
?
Feng
klw
?
Hwoarang
snk
?
Jack 8
ccn
10
Jin
ant
6
Jun
aml
32
Kazuya
grl
?
King
pgn
?
Kuma
rbt
?
Lars
lzd
?
Law
pig
?
Lee
wlf
22
Leo
ghp
?
Leroy
jly
?
Lili
hms
14
Lidia
cbr
38
Ling
rat
5
Nina
kal
21
Paul
grf
?
Panda
ttr
?
Raven
bbn
31
Reina
zbr
28
Shaheen
hrs
?
Steve
bsn
9
Yoshimitsu
cml
?
Zafina
crw
25
Set Item Position ID
SetItemPositionID Table
ID
Position
ID
Position
0
Head (hed)
10
Extra 2 (ex1)
1
Hair (har)
11
2
Face (fac)
12
3
Full Head (hef)
13
4
Glasses (gla)
14
Upper Body (bdu)
5
Facial Hair (fah)
15
Lower Body (btm)
6
Full Body (bdf)
16
Shoes (sho)
7
?
17
8
Unique (acc)
18
9
Extra 1 (ex0)
19
ID Color Values
IDs are split into 4 groups of 4 per channel.
Channel
IDs
Red
01-04
Green
05-08
Blue
09-12
Alpha
13-16
This is how hues are set based on the number of IDs being used in the channel. I’ll use the R channel as the example (IDs 01-04)