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Tag Class History/Reference#

This page can be used as a reference for existing tag classes. If you need an Assembly plugin for a specific tag class, post an issue to the repository.

Myth II: Soulblighter#

  • amso - ambient_sounds
  • arti - artifacts
  • core - collection_references
  • conn - connectors
  • font - fonts
  • form - formations
  • inte - interface
  • ligh - lightning
  • phys - local_physics
  • lpgr - local_projectile_groups
  • medi - media_types
  • meef - mesh_effect
  • meli - mesh_lightning
  • mesh - meshes
  • anim - model_animations
  • mons - monsters
  • obje - objects
  • obpc - observer_constants
  • part - particle_systems
  • prgr - projectile_groups
  • proj - projectiles
  • scen - scenery
  • soli - sound_lists
  • soun - sounds
  • stli - string_lists
  • temp - templates
  • text - text
  • unit - units
  • wind - wind

Each game (from this point on) shows newly added classes ONLY. It includes hidden/unused classes and does not account for any classes removed between games.

Halo: Combat Evolved (PC Edition used for tag list)#

  • actr - actor
  • actv - actor_variant
  • ant! - antenna
  • bipd - biped
  • bitm - bitmap
  • coll - model_collision_geometry
  • colo - color_table
  • cont - contrail
  • ctrl - device_control
  • deca - decal
  • DeLa - ui_widget_definition
  • devc - input_device_defaults
  • dobc - detail_object_collection
  • effe - effect
  • eqip - equipment
  • fog - fog
  • font - font
  • foot - material_effects
  • garb - garbage
  • glw! - glow
  • grhi - grenade_hud_interface
  • hmt - hud_message_text
  • hud# - hud_number
  • hudg - hud_globals
  • jpt! - damage_effect
  • lens - lens_flare
  • lifi - device_light_fixture
  • ligh - light
  • lsnd - sound_looping
  • mach - device_machine
  • matg - globals
  • metr - meter
  • mgs2 - light_volume
  • mod2 - model (pc)
  • part - particle
  • pctl - particle_system
  • phys - physics
  • pphy - point_physics
  • proj - projectile
  • rain - weather_particle_system
  • sbsp - scenario_structure_bsp
  • scen - scenery
  • scex - shade_transparent_chicago_extended
  • schi - shader_transparent_chicago
  • scnr - scenario
  • senv - shader_environment
  • sgla - shader_transparent_glass
  • sky - sky
  • smet - shader_transparent_meter
  • snd! - sound
  • snde - sound_environment
  • soso - shader_model
  • Soul - ui_widget_collection
  • spla - shader_transparent_plasma
  • ssce - sound_scenery
  • str# - string_list
  • swat - shader_transparent_water
  • tagc - tag_collection ayy neato thats the file format Assembly uses
  • trak - camera_track
  • udlg - dialogue
  • unhi - unit_hud_interface
  • ustr - unicode_string_list
  • vehi - vehicle
  • weap - weapon
  • wind - wind
  • wphi - weapon_hud_interface

Changes in Halo: Custom Edition (with OpenSauce)#

  • yelo - yelo

Changes in Halo 2 (PC version used as reference)#

In Halo 2 Vista (11081.07.04.30.0934.main), none of the tag classes are named within Assembly. All names that appear below are pulled from the counterpart tag classes in Halo CE or Halo 3. Any descriptions that display only like this means that no description was found. Guesses may be made in some cases based on available tag data.

  • $#!+ - cache_file_sound
  • *cen - scenario_scenery_resource
  • *eap - scenario_weapons_resource
  • *ehi - scenario_vehicles_resource
  • *igh - scenario_lights_resource
  • *ipd - scenario_bipeds_resource
  • *qip - scenario_equipment_resource
  • *rea - scenario_creature_resource
  • *sce - scenario_sound_scenery_resource
  • /**/ - scenario_comments_resource
  • <fx> - sound_effect_template
  • ai** - scenario_ai_resource
  • bloc - crate
  • BooM - stereo_system
  • bsdt - breakable_surface
  • char - character
  • cin* - scenario_cinematics_resource
  • clu* - scenario_cluster_data_resource
  • clwd - cloth
  • coln - unknown
  • crea - creature
  • dc*s - scenario_decorators_resource
  • dec* - scenario_decals_resource
  • DECP - unknown
  • DECR - decorator (scenarios\decorators\grass\grass_field\grass_field_small.DECR)
  • devi - device
  • devo - cellular_automata
  • dgr* - scenario_devices_resource
  • egor - screen_effect
  • fpch - patchy_fog
  • gldf - global_lighting_default (05b_deltatowers.map:globals\global_lighting_default.gldf)
  • goof - multiplayer_variant_settings_interface_definition
  • hlmt - model
  • hsc* - scenario_hs_source_file
  • hudg - hud_globals
  • item - item
  • itmc - item_collection
  • jmad - model_animation_graph
  • ltmp - lightmap (05b_deltatowers.map:scenarios\solo\05b_deltatowers\05b_deltatowers_bsp_01_lightmap.ltmp)
  • mcsr - cursor (05b_deltatowers.map:cursors\default\default.mcsr)
  • mdlg - ai_mission_dialog
  • <mgs2 is uppercase in halo 2;; 'MGS2'>
  • mode - seems to be replacement for mod2, or perhaps halo CE on xbox used mode
  • mpdt - unknown
  • mply - multiplayer_scenario_description
  • mulg - multiplayer_globals
  • nhdt - hud related (05b_deltatowers.map:ui\hud\banshee.nhdt)
  • obje - object
  • phmo - physics_model
  • pixl - pixel_shader
  • pmov - particle_physics
  • prt3 - particle
  • PRTM - particle_model
  • sfx+ - sound_effect_collection
  • shad - shader
  • sily - text_pair_value_definition
  • skin - skin (05b_deltatowers.map:ui\list_skins\color_picker\color_picker_list.skin)
  • slit - unknown
  • sncl - sound_classes
  • snmx - sound_mix
  • spas - shader_passes (05b_deltatowers.map:shaders\shader_passes\active_camo\active_camo_opaque.spas)
  • spk! - sound_dialogue_constants
  • sslt - scenario_structure_lighting_resource
  • stem - shader_templates (05b_deltatowers.map:shaders\shader_templates\decorators\decorator_tex.stem)
  • styl - style
  • tdtl - something to do with rails (05b_deltatowers.map:effects\scenarios\objects\solo\deltatemple\gondola\gondola_beam_rail.tdtl)
  • trg* - scenario_trigger_volumes_resource
  • ugh! - sound_cache_file_gestalt (another typo? on behalf of assembly or bungie)
  • unic - multilingual_unicode_string_list
  • unit - unit
  • vehc - vehicle_collection
  • vrtx - vertex_shader (05b_deltatowers.map:rasterizer\vertex_shaders_dx9\convolution.vrtx)
  • weat - weather (05b_deltatowers.map:scenarios\skies\solo\deltatemple\sky_underwater\underwater.weat)
  • wgit - screen/game shell related (05b_deltatowers.map:ui\screens\game_shell\network_transition_progress\network_transition_progress_screen.wgit)
  • wgtz - user_interface_globals_definition
  • whip - cellular_automata2d
  • wigl - user_interface_shared_globals_definition

Changes in Halo 3#

  • *fsc - scenario_effect_scenery_resource
  • bink - bink
  • bkey - gui_button_key_definition
  • bmp3 - gui_bitmap_widget_definition
  • cddf - collision_damage
  • cfxs - camera_fx_settings
  • chad - chud_animation_definition
  • chgd - chud_globals_definition
  • chmt - chocolate_mountain_new
  • cine - cinematic
  • cisc - cinematic_scene
  • cntl - contrail_system
  • crte - cortana_effect_definition
  • cub* - scenario_cubemap_resource
  • dctr - decorator_set
  • draw - rasterizer_cache_file_globals
  • drdf - damage_response_definition
  • dsrc - gui_datasource_definition
  • effg - effect_globals
  • efsc - effect_scenery
  • flck - flock
  • fldy - fluid_dynamics
  • <fog has a new description: planar_fog>
  • frag - fragment
  • gint - giant
  • glps - global_pixel_shader
  • glvs - global_vertex_shader
  • grup - gui_group_widget_definition
  • hlsl - hlsl_include
  • jmrq - sandbox_text_value_pair_definition
  • lst3 - gui_list_widget_definition
  • lswd - leaf_system
  • ltvl - light_volume_system
  • mdl3 - gui_model_widget_definition
  • mffn - muffin
  • nclt - new_cinematic_lighting
  • perf - performance_throttles
  • play - cache_file_resource_layout_table
  • pmdf - particle_model
  • rasg - rasterizer_globals
  • rm - render_method
  • rmb - shader_beam
  • rmc - shader_contrail
  • rmcs - shader_custom
  • rmct - shader_cortana
  • rmd - shader_decal
  • rmdf - render_method_definition
  • rmfl - shader_foliage
  • rmhg - shader_hologram
  • rmlv - shader_light_volume
  • rmop - render_method_option
  • rmp - shader_particle
  • rmsh - shader
  • rmsk - shader_skin
  • rmt2 - render_method_template
  • rmtr - shader_terrain
  • rmw - shader_water
  • rwrd - render_water_ripple
  • scn3 - gui_widget_screen_definition
  • sddt - structure_design
  • sefc - area_screen_effect
  • sFdT - scenario_faux_data
  • sgp! - sound_global_propagation
  • shit - shield_impact
  • skn3 - gui_skin_definition
  • sky* - scenario_sky_references_resource
  • skya - sky_atm_parameters
  • sLdT - scenario_lightmap
  • smap - shared_cache_file_layout
  • stli - scenario_structure_lighting_info
  • stse - structure_seams
  • term - device_terminal
  • txt3 - gui_text_widget_definition
  • uise - user_interface_sounds_definition
  • vtsh - vertex_shader
  • wacd - gui_widget_animation_collection_definition
  • wclr - gui_widget_color_animation_definition
  • wezr - game_engine_settings_definition
  • wfon - gui_widget_font_animation_definition
  • wgan - gui_widget_animation_definition
  • wpos - gui_widget_position_animation_definition
  • wrot - gui_widget_rotation_animation_definition
  • wscl - gui_widget_scale_animation_definition
  • wpsr - gui_widget_sprite_animation_definition
  • wtuv - gui_widget_texture_coordinate_animation_definition
  • zone - cache_file_resource_getsalt (in Assembly, this is named "cache_file_resource_gestalt". Unsure if this is an assembly typo or if this is how it's actually referenced in-engine)

Changes in Halo 3: ODST#

  • argd - device_arg_device
  • beam - beam_system
  • fwtg - user_interface_fourth_wall_timing_definition
  • form - formation
  • gpdt - game_progression
  • Lbsp - scenario_lightmap_bsp_data
  • pecp - particle_emitter_custom_points
  • rmbk - shader_black
  • rmss - shader_screen
  • spda - scenario_pda
  • sqtm - squad_template
  • ttag - test_tag
  • uttt - tag_template_unit_test
  • vmdx - vision_mode

Changes in Halo: Reach#

  • airs - airstrike
  • atgf - atmosphere_globals
  • avat - avatar_awards
  • bbcr - big_battle_creature
  • bdpd - death_program_selector
  • chdg - challenge_globals_definition
  • citr - cinematic_transition
  • cmoe - camo
  • comg - commendation_globals_definition
  • coms - communication_sounds
  • cook - cookie_globals_definition
  • coop - coop_spawning_globals_definition
  • cpem - cheap_particle_emitter
  • cpgd - cookie_purchase_globals
  • cptl - cheap_particle_type_library
  • csdt - camera_shake
  • cusc - cui_screen
  • cust - cui_static_data
  • decs - decal_system
  • dmp* - scenario_dumplings_resource
  • ebhd - particle_emitter_boat_hull_shape
  • fogg - atmosphere_fog
  • frms - frame_event_list
  • fxtt - fx_test
  • gcrg - game_completion_rewards_globals
  • gegl - game_engine_globals
  • gmeg - game_medal_globals
  • gpix - global_cache_file_pixel_shaders
  • gptd - game_performance_throttle
  • hcfd - havok_collision_filter
  • igpd - incident_global_properties_definition
  • iimz - instance_imposter_definition
  • impo - imposter_model
  • ingd - incident_globals_definition
  • ldsc - load_screen_globals
  • lgtd - loadout_globals_definition
  • LMgS - lightmapper_globals
  • locs - location_name_globals_definition
  • mgls - megalogameengine_sounds
  • mlib - emblem_library
  • motl - multiplayer_object_type_list
  • msit - megalo_string_id_table
  • muxg - mux_generator
  • pach - tag_package_manifest
  • pcec - pgcr_enemy_to_category_mapping_definition
  • pfmc - performance_templates
  • pfpt - planar_fog_parameters
  • pggd - player_grade_globals_definition
  • prf* - scenario_performances_resource
  • rmbl - rumble
  • rmfs - shader_fur_stencil
  • rmfu - shader_fur
  • rmgl - shader_glass
  • (rmhg has a different description, though this could be a typo: shader_halogram)
  • rmmm - shader_mux_material
  • rmmx - shader_mux
  • sadt - spring_acceleration
  • scmb - sound_combiner
  • sdzg - scenario_required_resource
  • sidt - simulated_input
  • siin - simulation_interpolation
  • sirp - scenario_interpolator
  • smdt - survival_mode_globals
  • srad - sound_radio_settings
  • ssao - ssao_definition
  • vtgl - variant_globals
  • wadt - chud_widget_animation_data_template
  • wave - wave_template
  • wdst - chud_widget_datasource_template
  • wetn - scenario_wetness_bsp_data
  • wpdp - water_physics_drag_properties
  • wpdt - chud_widget_placement_data_template
  • wrdt - chud_widget_render_data_template
  • wsdt - chud_widget_state_data_template
  • wxcg - weather_globals
  • ZZAP - lightning_system

Changes in Halo 4#

  • aulp - authored_light_probe
  • cisd - cinematic_scene_data
  • cnmp - controller_mapping
  • coag - commendation_aggregator_list
  • culo - cui_logic
  • cust - cui_static_data
  • dpnd - dependency
  • dspn - device_dispenser
  • egfd - effect_global_force
  • ents - entity
  • ffgd - firefight_globals
  • ffgt - gameenginefirefightvarianttag
  • forg - forge_globals
  • gggl - game_globals_grenade_list
  • ggol - game_globals_ordnance_list
  • hscn - script_container
  • hsdt - script
  • iuii - infinityuiimages
  • jmrq - sandbox_text_value_pair_definition 343 renamed this one from jmrw not sure why
  • kccd - killcamcameraparamater
  • licn - light_cone
  • LMMg - lightmap_model_globals
  • lrig - light_rig
  • mat - material replacement for reach shader classes i believe
  • mats - material_shader replacement for reach shader classes i believe
  • mdsv - model_dissolve_definition
  • mech - medal_challenge_aggregator_list
  • meco - medal_commendation_aggregator_list
  • mgee - multiplayereffects
  • mmvo - main_menu_voiceover
  • mtsb - material_shader_bank
  • narg - narrativeglobals
  • paas - polyart_asset
  • patg - patch_globals
  • pcaa - pca_animation
  • pdti - pgcr_damage_type_image_mapping_definition
  • pegd - player_enlistment_globals_definition
  • pfnd - pathfinding
  • pman - particleman
  • ppod - portrait_poses_definition
  • prfb - prefab
  • prog - progression
  • rmla - render_model_lightmap_atlas
  • rmwf - shader_waterfall
  • sbnk - soundbank
  • scol - scenario_ordnance_list
  • SDzs - streamingzoneset
  • sgrp - sound_response
  • shvr - shared_variables
  • sict - self_illumination
  • sigd - suppressedincident
  • sirg - sound_incident_response
  • slag - silent_assist_globals
  • smet - structure_meta
  • sndo - sound_old
  • sndx - sound2
  • spnr - spawner
  • ssdf - spawnsettings
  • trac - tracer_system
  • uihg - user_interface_hud_globals_definition
  • uiss - style_sheet_list
  • vass - vectorart_asset
  • vchd - vector_hud_definition

Changes in Halo: Online#

  • arms - armor_sounds
  • cfgt - cache_file_global_tags
  • cprl - chud_widget_parallax_data
  • gfxt - gfx_textures_list
  • inpg - input_globals
  • pdm! - podium_settings
  • rmzo - shader_zonly
  • sus! - sound_ui_sounds
  • trdf - texture_render_list
  • vfsl - vfiles_list

Changes made in Halo 5: Guardians (may be inconclusive, is more accurate thanks to Lord Zedd)#

resource classes#
  • 0000 - facial_animation_resource_definition
  • 0001 - model_animation_tag_resource
  • 0002 - render_geometry_api_resource_definition
  • 0003 - test_resource_definition
  • 0004 - LegacyBspKDTree__ResourceSchema
  • 0005 - structure_bsp_tag_resources
  • 0006 - bink_resource
  • 0007 - pca_coefficients_resource_definition
  • 0008 - bitmap_data_resource_definition
  • 0009 - collision_model_resource
  • 0010 - requiredAirprobeDataDefinition
  • 0011 - optionalAirprobeVolumeResource
  • 0012 - lightmapConstantsDataDefinition
  • 0013 - AnimatedMeshRigidBody_ResourceSchema
  • 0014 - ShaderByteCodeResourceSchema
  • 0015 - StreamingZonesetResource_schema
  • 0016 - ScenarioZoneSetBakedPVSResource_schema
  • 0017 - WPFFontFileData_schema
standard classes#
  • GobS - gobo_setting
  • LigS - lighting_settings
  • _fx_ - sound_effect_template
  • aTag - AnyTag
  • aaap - AmbientActionPointDefinitionTag
  • acme - gestalt
  • alic - attached_light_cone
  • ames - AnimatedMesh
  • apab - assetPhotoToolAssetSpecBlockTag
  • apcb - assetPhotoToolConfigurationBlockTag
  • apct - assetPhotoToolConfigurationTag
  • aplt - assetPhotoToolLightingSpecBlockTag
  • appb - assetPhotoToolPhotoSpecBlockTag
  • appt - assetPhotoToolPhotoSpecTag
  • bitd - bitmap_dictionary
  • blvo - bsp_lighting_volumes
  • camg - camera_animation_graph
  • cfdf - CollisionFilterDefinition
  • clac - collisionLayerAuditConfigurationTag
  • clct - CollectibleGlobalsDefinition
  • cmpg - CampaignGlobalsDefinition
  • cmps - composition_scene
  • cmpt - composer_transition
  • colt - custom_object_lighting
  • comp - composition
  • drdg - DamageReportingDisplayGlobals
  • efex - effect_exposure
  • empt - empty_object
  • fanf - FanfareDefinition
  • ffgt - GameEngineFirefightVariantTag once again capitalization changed
  • flni - flinch_impulse
  • flns - flinch_system
  • fnts - wpf_font_set
  • font - wpf_font 343 renamed this one and i dont know why
  • fpal - ForgePaletteDefinition
  • fsld - ForgeSoundListDefinition
  • fuic - ComponentDefinition
  • fuis - ScreenDefinition
  • gegl - game_engine_globals
  • glca - CameraGlobalsDefinition
  • glch - CheatGlobalsDefinition
  • glcm - ComposerGlobalsDefinition
  • glcn - ControlGlobalsDefinition
  • glco - ColorGlobalsDefinition
  • glda - DamageGlobalsDefinition
  • gldi - DifficultyGlobalsDefinition
  • glga - GarbageCollectionGlobalsDefinition
  • glgo - GameplayObjectGlobalsDefinition
  • glin - InterfaceGlobalsDefinition
  • gllo - LOCGlobalsDefinition
  • glma - MaterialGlobalsDefinition
  • glpa - PlayerGlobalsDefinition
  • glsa - SkillRankingGlobalsDefinition
  • glsk - SkullGlobalsDefinition
  • glso - SoftCeilingGlobalsDefinition
  • gmpm - GenericModifierDefinitionTag
  • gpso - pso_globals
  • grfr - grounded_friction
  • holt - hologram_lighting
  • hsc_ - lua lua? in MY halo engine? the fuCk
  • luas - lua_script brO wHAt
  • ludg - LevelDisplayMappingDefinition
  • mgee - multiplayerEffects case changed on this one, E is now capital
  • mglb - MeleeGlobals
  • mtrd - musketeer_toe_definition_tag
  • musc - music_control
  • narg - NarrativeGlobals case changed, N and G are now capital
  • nava - NavPointAnimationDefinition
  • navl - NavPointLayoutDefinition
  • navp - NavPointParametersTag
  • ngst - node_graph_stack
  • ocfg - object_configuration
  • odis - object_dispenser_component
  • pmcg - player_model_customization_globals
  • pphs - physics_phantom_sounds
  • psoc - compute_pso
  • psog - graphics_pso
  • pugm - PowerupDefinition
  • pvsb - zoneset_baked_pvs
  • rbcl - requisition_CMSLink
  • rbdd - requisition_deployable
  • retm - ResolutionTextureMapDefinition
  • revi - revive_globals
  • rpca - prototype_requisition_category
  • rpcd - prototype_requisition_card
  • rpcp - prototype_requisition_card_pool
  • rppd - prototype_requisition_pack
  • rpsg - prototype_requisition_service_globals
  • rqgs - RequisitionGlobalsDefinition
  • rscn - reactive_scenery
  • rtcl - TagChecksums
  • saev - EvadeDefinitionTag
  • sagp - GroundPoundDefinitionTag
  • sasb - ShoulderBashDefinitionTag
  • sasp - SprintDefinitionTag
  • sast - StabilizerDefinitionTag
  • sggg - SpeechGrammarGroup
  • sggs - SpeechGrammarGlobals
  • sigd - SuppressedIncident capitalized
  • sklt - sky_lighting
  • slvo - scenario_lighting_volumes
  • sngl - sound_globals
  • spab - SpartanAbilityComponentDefinition
  • spry - supply_relay
  • sptg - SpartanTrackingGlobalsDefinition
  • sptr - SpartanTrackingComponentDefinition
  • sred - scenario_render_data caps
  • ssdf - SpawnSettings
  • ssgp - sound_state_group
  • sssc - scenario_sound_constants
  • stai - sound_tail
  • stlm - structure_lightmap
  • strl - structure_lights
  • subt - composer_subtracks
  • trds - TrackDecalSystem
  • tvcm - trigger_volume_component
  • uipd - uiPlacementDefinition
  • uivi - UIVehicleDisplayInfoDefinition
  • uivn - ui_vehicle_node_definition
  • uiwi - UIWeaponDisplayInfoDefinition
  • uiwn - ui_ads_weapon_node_definition
  • urcd - UnitRecordingDefinition
  • vaas - vectorart_asset
  • vatc - VehicleAttachment
  • vcdd - VehicleConfiguration
  • wcfg - weapon_configuration
  • wdof - weapon_depth_of_field
  • weab - weapon_attachment_barrel
  • weam - weapon_attachment_magazine
  • weat - weapon_attachment this used to be weather, seriously what the fuck
  • weme - weapon_attachment_melee
  • west - weapon_attachment_sight
  • wetr - weapon_attachment_trigger
  • wett - weapon_attachment_target_tracking
  • wgbl - weapon_globals
  • wpat - wpf_polyart
  • wpfs - wpf_screen