Tekken 8 Info Dump (Diary) - CDDTreborn/Tekken-8-Resources GitHub Wiki

Materials (UE5) Reference Images

M_AVT_base (Game/Lobby/Character/materials/M_AVT_base) Overall Setup ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/27c6cdf1-cad5-4c2f-a62d-fada20cedae9)
M_CH_skin_V3 (Dirty MI) ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/02f4f630-4464-4b18-9e24-a6c16f0b781e) ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/0e4c4a1e-16c9-4085-9872-877d963554c3) ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/901e16f4-0b13-410b-86b5-fd572f93b593)
M_ENV_Base Content/Environment/Materials/M_ENV_Base ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/48067a9c-a09d-40b8-a118-b70ee75fee69)

Material Setups in Blender

_face_skin ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/fd4af6a5-0678-4ff0-a676-48d68f756575)
MTM Node Group ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/b3f37d13-c8ab-4911-a04c-af7be137f0b6)
RAD Node Group ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/116b2d45-ff03-44dc-bf17-f7c66824434a)
T8 Normal Node Group ![image](https://github.com/CDDTreborn/Tekken7_PC-Modding-Guides/assets/67129479/fa138bdc-2b6b-464c-a193-f90ed5ce251c)

Asset Hierarchy (Customization)

Examples of the Json Data in some of the Assets

Example Asset Heirarchy _Example: aml_bdf_miko_
Customize Set

    ItemPrefab

        BaseItem

            SourceSkeletalMeshSet: SK_..._msl

            SourceProportionRigMesh: SK_..._prp

            CatwalkClothCollisionAssetItem: CL_

            PheonixDynamicBone Binaries: DYB_

            PheonixSkeletonBone Binaries: ???

            GFurAssetItems: ???

        BaseCharacterItem

        CustomizeItem
Customize_Set (CS_aml_miko)
IP_aml_har_1p (Hair)

IP_aml_bdf_miko (Full Body Item)

IP_aml_hed_miko (Head Item)

IP_aml_fac (Face)
Item_Prefab (IP_aml_bdf_miko)
BaseItem: BI_aml_bdf_miko

BaseCharacterItem: BCI_aml_bdf_miko

CustomizeItem: CI_aml_bdf_miko
BaseItem (BI_aml_bdf_miko)
SetItemPositionId: 6

SourceSkeletalMeshSet: SK_CH_aml_bdf_miko_msl

SourceProportionRigMesh: 

CatwalkClothCollisionAssetItem: CL_CH_aml_bdf_miko

PheonixDynamicBone Binaries: DYB_CH_female_bust

PheonixSkeletonBone Binaries:

GFurAssetItems:

SourceStatic Mesh:

NOTE: Only seems to include the portions being used.

BaseCharacterItem (BCI_aml_bdf_miko)
FighterId: 27

NOTE: 5 of 6 use FighterId: 27 and 1 (BCI_aml_bdf_1p) uses FighterId: 32.
Customize_Item (CI_aml_bdf_miko)
DesignAssignSlotArray (Includes 99 sections for settings)

    DesignAssign_Color

        Assign_Color: RGBA / Hex FFF6E3DF

        Assign_DontColor:

        Assign_EnableChangeHue: "false"

        Assign_Hue:

        Assign_Saturation:

        Assign_Brightness:

    DesignAssign_Pattern

        Assign_ (Pattern/PatternHue/PatternSaturation/PatternBrightness)

    DesignAssign_Surface

        Assign_Detail_AO_Normal_Map

        Assign_Detail_AO_Pow

        Assign_Detail_Normal_Pow

        Assign_Detail_U

        Assign_Detail_V
        
        Assign_Metalness_Max

        Assign_Metalness_Min

        Assign_Roughness_Max

        Assign_Roughness_Min
BaseMakeItem (BMI_) Make-Up Items
Folders/Categories

    _chk_ : Cheek

        _C Color Map

        _M Mask Map

    _eym_ : Eye Make Up

        _C Color Map

        _RAD Roughness/Alpha/D?

    _fap_ : Face Pattern

        _C Color Map

        _RAD Roughness/Alpha/D?

        _M Mask Map

    _lip_ : Lip Make Up

        _C Color Map

        _M Mask Map

        AlbedoOpValue (RGBA/Hex)

            BlendAlphaMultiply
DynamicBone (DYB_Param_AML and DYB_Param_CSV_AML)
Note: Females only

ItemBustParams (NOTE: Includes params for each IP that references an upper (e.g. bdf and bdu) for the character.

    IP_aml_bdf_miko

    ID: 4

    L_Bust

        BoneName: SWG_L_Bust

        airResistance: 9000

        MinAngleLimitVertical: -1

        MaxAngleLimitVertical: 2

        MinAngleLimitHorizon: 0

        MaxAngleLimitHorizon: 0

        goalStrength: 700

        gravityScale: 0.5

        fakeFrictionRateBust: 0.4

        goalStrengthCoefBust: 0.2

        horizontalVelocityLimit: 60


    R_Bust

        BoneName: SWG_R_Bust

        airResistance: 9000

        MinAngleLimitVertical: -1

        MaxAngleLimitVertical: 5

        MinAngleLimitHorizon: 0

        MaxAngleLimitHorizon: 0

        goalStrength: 700

        gravityScale: 0.5

        fakeFrictionRateBust: 0.4

        goalStrengthCoefBust: 0.2

        horizontalVelocityLimit: 60

    virticalRotOffset: 0.1

    turnBoostOffset: 0

Asset Hierarchy (Effects)

Example: ECI_grl_eff_00 (Kazuya default effect item)

EffectCharacterItem (ECI_)

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)

No. of IDs Used ID 01 ID 02 ID 03 ID 04
1: 1.0 0.0 0.0 0.0
2: 1.0 0.212 0.0 0.0
3: 1.0 0.397 0.089 0.0
4: 1.0 0.521 0.212 0.05
Stage Names
Stage Number Developer Name Game Name
ST01 Arena Arena
ST02 NeoCity Urban Square / Urban Square (Evening) / Urban Square Destroyed
ST04 Colosseum Colosseum / Storymode Colosseum
ST03 IslandA Yakushima
ST05 Hangar Rebel Hangar
ST06 None None
ST07 Final Battle Asteroid?
ST08 Grassland Storymode Stage
ST09 SpiritWorld Decent Into Subconciousness
ST10 Mountains ?
ST11 VolcanicBomb ?
ST12 InTheMist ?
ST13 River Riverboat?
ST14 Garden Dojo?
ST15 Penthouse Lee Stage?
ST16 Warzone ?
ST90 Beachside Tekken Ball
ST99 AssetCheck None
N/A UI_Stage Main Menu / Character Select / Character View / Character Customization
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