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_soundsarti- artifactscore- collection_referencesconn- connectorsfont- fontsform- formationsinte- interfaceligh- lightningphys- local_physicslpgr- local_projectile_groupsmedi- media_typesmeef- mesh_effectmeli- mesh_lightningmesh- meshesanim- model_animationsmons- monstersobje- objectsobpc- observer_constantspart- particle_systemsprgr- projectile_groupsproj- projectilesscen- scenerysoli- sound_listssoun- soundsstli- string_liststemp- templatestext- textunit- unitswind- 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- actoractv- actor_variantant!- antennabipd- bipedbitm- bitmapcoll- model_collision_geometrycolo- color_tablecont- contrailctrl- device_controldeca- decalDeLa- ui_widget_definitiondevc- input_device_defaultsdobc- detail_object_collectioneffe- effecteqip- equipmentfog- fogfont- fontfoot- material_effectsgarb- garbageglw!- glowgrhi- grenade_hud_interfacehmt- hud_message_texthud#- hud_numberhudg- hud_globalsjpt!- damage_effectlens- lens_flarelifi- device_light_fixtureligh- lightlsnd- sound_loopingmach- device_machinematg- globalsmetr- metermgs2- light_volumemod2- model (pc)part- particlepctl- particle_systemphys- physicspphy- point_physicsproj- projectilerain- weather_particle_systemsbsp- scenario_structure_bspscen- sceneryscex- shade_transparent_chicago_extendedschi- shader_transparent_chicagoscnr- scenariosenv- shader_environmentsgla- shader_transparent_glasssky- skysmet- shader_transparent_metersnd!- soundsnde- sound_environmentsoso- shader_modelSoul- ui_widget_collectionspla- shader_transparent_plasmassce- sound_scenerystr#- string_listswat- shader_transparent_watertagc- tag_collectionayy neato thats the file format Assembly usestrak- camera_trackudlg- dialogueunhi- unit_hud_interfaceustr- unicode_string_listvehi- vehicleweap- weaponwind- windwphi- 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 onlylike thismeans 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_templateai**- scenario_ai_resourcebloc- crateBooM- stereo_systembsdt- breakable_surfacechar- charactercin*- scenario_cinematics_resourceclu*- scenario_cluster_data_resourceclwd- clothcoln-unknowncrea- creaturedc*s- scenario_decorators_resourcedec*- scenario_decals_resourceDECP-unknownDECR-decorator(scenarios\decorators\grass\grass_field\grass_field_small.DECR)devi- devicedevo- cellular_automatadgr*- scenario_devices_resourceegor- screen_effectfpch- patchy_foggldf-global_lighting_default(05b_deltatowers.map:globals\global_lighting_default.gldf)goof- multiplayer_variant_settings_interface_definitionhlmt- modelhsc*- scenario_hs_source_filehudg-hud_globalsitem- itemitmc- item_collectionjmad- model_animation_graphltmp-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 modempdt-unknownmply- multiplayer_scenario_descriptionmulg- multiplayer_globalsnhdt-hud related(05b_deltatowers.map:ui\hud\banshee.nhdt)obje- objectphmo- physics_modelpixl- pixel_shaderpmov- particle_physicsprt3- particlePRTM-particle_modelsfx+- sound_effect_collectionshad-shadersily- text_pair_value_definitionskin-skin(05b_deltatowers.map:ui\list_skins\color_picker\color_picker_list.skin)slit-unknownsncl- sound_classessnmx- sound_mixspas-shader_passes(05b_deltatowers.map:shaders\shader_passes\active_camo\active_camo_opaque.spas)spk!- sound_dialogue_constantssslt- scenario_structure_lighting_resourcestem-shader_templates(05b_deltatowers.map:shaders\shader_templates\decorators\decorator_tex.stem)styl- styletdtl-something to do with rails(05b_deltatowers.map:effects\scenarios\objects\solo\deltatemple\gondola\gondola_beam_rail.tdtl)trg*- scenario_trigger_volumes_resourceugh!- sound_cache_file_gestalt(another typo? on behalf of assembly or bungie)unic- multilingual_unicode_string_listunit- unitvehc- vehicle_collectionvrtx-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_definitionwhip- cellular_automata2dwigl- user_interface_shared_globals_definition
Changes in Halo 3#
*fsc- scenario_effect_scenery_resourcebink- binkbkey- gui_button_key_definitionbmp3- gui_bitmap_widget_definitioncddf- collision_damagecfxs- camera_fx_settingschad- chud_animation_definitionchgd- chud_globals_definitionchmt- chocolate_mountain_newcine- cinematiccisc- cinematic_scenecntl- contrail_systemcrte- cortana_effect_definitioncub*- scenario_cubemap_resourcedctr- decorator_setdraw- rasterizer_cache_file_globalsdrdf- damage_response_definitiondsrc- gui_datasource_definitioneffg- effect_globalsefsc- effect_sceneryflck- flockfldy- fluid_dynamics<fog has a new description: planar_fog>frag- fragmentgint- giantglps- global_pixel_shaderglvs- global_vertex_shadergrup- gui_group_widget_definitionhlsl- hlsl_includejmrq- sandbox_text_value_pair_definitionlst3- gui_list_widget_definitionlswd- leaf_systemltvl- light_volume_systemmdl3- gui_model_widget_definitionmffn- muffinnclt- new_cinematic_lightingperf- performance_throttlesplay- cache_file_resource_layout_tablepmdf- particle_modelrasg- rasterizer_globalsrm- render_methodrmb- shader_beamrmc- shader_contrailrmcs- shader_customrmct- shader_cortanarmd- shader_decalrmdf- render_method_definitionrmfl- shader_foliagermhg- shader_hologramrmlv- shader_light_volumermop- render_method_optionrmp- shader_particlermsh- shaderrmsk- shader_skinrmt2- render_method_templatermtr- shader_terrainrmw- shader_waterrwrd- render_water_ripplescn3- gui_widget_screen_definitionsddt- structure_designsefc- area_screen_effectsFdT- scenario_faux_datasgp!- sound_global_propagationshit- shield_impactskn3- gui_skin_definitionsky*- scenario_sky_references_resourceskya- sky_atm_parameterssLdT- scenario_lightmapsmap- shared_cache_file_layoutstli- scenario_structure_lighting_infostse- structure_seamsterm- device_terminaltxt3- gui_text_widget_definitionuise- user_interface_sounds_definitionvtsh- vertex_shaderwacd- gui_widget_animation_collection_definitionwclr- gui_widget_color_animation_definitionwezr- game_engine_settings_definitionwfon- gui_widget_font_animation_definitionwgan- gui_widget_animation_definitionwpos- gui_widget_position_animation_definitionwrot- gui_widget_rotation_animation_definitionwscl- gui_widget_scale_animation_definitionwpsr- gui_widget_sprite_animation_definitionwtuv- gui_widget_texture_coordinate_animation_definitionzone- 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_devicebeam- beam_systemfwtg- user_interface_fourth_wall_timing_definitionform- formationgpdt- game_progressionLbsp- scenario_lightmap_bsp_datapecp- particle_emitter_custom_pointsrmbk- shader_blackrmss- shader_screenspda- scenario_pdasqtm- squad_templatettag- test_taguttt- tag_template_unit_testvmdx- vision_mode
Changes in Halo: Reach#
airs- airstrikeatgf- atmosphere_globalsavat- avatar_awardsbbcr- big_battle_creaturebdpd- death_program_selectorchdg- challenge_globals_definitioncitr- cinematic_transitioncmoe- camocomg- commendation_globals_definitioncoms- communication_soundscook- cookie_globals_definitioncoop- coop_spawning_globals_definitioncpem- cheap_particle_emittercpgd- cookie_purchase_globalscptl- cheap_particle_type_librarycsdt- camera_shakecusc- cui_screencust- cui_static_datadecs- decal_systemdmp*- scenario_dumplings_resourceebhd- particle_emitter_boat_hull_shapefogg- atmosphere_fogfrms- frame_event_listfxtt- fx_testgcrg- game_completion_rewards_globalsgegl- game_engine_globalsgmeg- game_medal_globalsgpix- global_cache_file_pixel_shadersgptd- game_performance_throttlehcfd- havok_collision_filterigpd- incident_global_properties_definitioniimz- instance_imposter_definitionimpo- imposter_modelingd- incident_globals_definitionldsc- load_screen_globalslgtd- loadout_globals_definitionLMgS- lightmapper_globalslocs- location_name_globals_definitionmgls- megalogameengine_soundsmlib- emblem_librarymotl- multiplayer_object_type_listmsit- megalo_string_id_tablemuxg- mux_generatorpach- tag_package_manifestpcec- pgcr_enemy_to_category_mapping_definitionpfmc- performance_templatespfpt- planar_fog_parameterspggd- player_grade_globals_definitionprf*- scenario_performances_resourcermbl- rumblermfs- shader_fur_stencilrmfu- shader_furrmgl- shader_glass- (rmhg has a different description, though this could be a typo:
shader_halogram) rmmm- shader_mux_materialrmmx- shader_muxsadt- spring_accelerationscmb- sound_combinersdzg- scenario_required_resourcesidt- simulated_inputsiin- simulation_interpolationsirp- scenario_interpolatorsmdt- survival_mode_globalssrad- sound_radio_settingsssao- ssao_definitionvtgl- variant_globalswadt- chud_widget_animation_data_templatewave- wave_templatewdst- chud_widget_datasource_templatewetn- scenario_wetness_bsp_datawpdp- water_physics_drag_propertieswpdt- chud_widget_placement_data_templatewrdt- chud_widget_render_data_templatewsdt- chud_widget_state_data_templatewxcg- weather_globalsZZAP- lightning_system
Changes in Halo 4#
aulp- authored_light_probecisd- cinematic_scene_datacnmp- controller_mappingcoag- commendation_aggregator_listculo- cui_logiccust- cui_static_datadpnd- dependencydspn- device_dispenseregfd- effect_global_forceents- entityffgd- firefight_globalsffgt- gameenginefirefightvarianttagforg- forge_globalsgggl- game_globals_grenade_listggol- game_globals_ordnance_listhscn- script_containerhsdt- scriptiuii- infinityuiimagesjmrq- sandbox_text_value_pair_definition343 renamed this one from jmrw not sure whykccd- killcamcameraparamaterlicn- light_coneLMMg- lightmap_model_globalslrig- light_rigmat- materialreplacement for reach shader classes i believemats- material_shaderreplacement for reach shader classes i believemdsv- model_dissolve_definitionmech- medal_challenge_aggregator_listmeco- medal_commendation_aggregator_listmgee- multiplayereffectsmmvo- main_menu_voiceovermtsb- material_shader_banknarg- narrativeglobalspaas- polyart_assetpatg- patch_globalspcaa- pca_animationpdti- pgcr_damage_type_image_mapping_definitionpegd- player_enlistment_globals_definitionpfnd- pathfindingpman- particlemanppod- portrait_poses_definitionprfb- prefabprog- progressionrmla- render_model_lightmap_atlasrmwf- shader_waterfallsbnk- soundbankscol- scenario_ordnance_listSDzs- streamingzonesetsgrp- sound_responseshvr- shared_variablessict- self_illuminationsigd- suppressedincidentsirg- sound_incident_responseslag- silent_assist_globalssmet- structure_metasndo- sound_oldsndx- sound2spnr- spawnerssdf- spawnsettingstrac- tracer_systemuihg- user_interface_hud_globals_definitionuiss- style_sheet_listvass- vectorart_assetvchd- vector_hud_definition
Changes in Halo: Online#
arms- armor_soundscfgt- cache_file_global_tagscprl- chud_widget_parallax_datagfxt- gfx_textures_listinpg- input_globalspdm!- podium_settingsrmzo- shader_zonlysus!- sound_ui_soundstrdf- texture_render_listvfsl- vfiles_list
Changes made in Halo 5: Guardians (may be inconclusive, is more accurate thanks to Lord Zedd)#
resource classes#
0000- facial_animation_resource_definition0001- model_animation_tag_resource0002- render_geometry_api_resource_definition0003- test_resource_definition0004- LegacyBspKDTree__ResourceSchema0005- structure_bsp_tag_resources0006- bink_resource0007- pca_coefficients_resource_definition0008- bitmap_data_resource_definition0009- collision_model_resource0010- requiredAirprobeDataDefinition0011- optionalAirprobeVolumeResource0012- lightmapConstantsDataDefinition0013- AnimatedMeshRigidBody_ResourceSchema0014- ShaderByteCodeResourceSchema0015- StreamingZonesetResource_schema0016- ScenarioZoneSetBakedPVSResource_schema0017- WPFFontFileData_schema
standard classes#
GobS- gobo_settingLigS- lighting_settings_fx_- sound_effect_templateaTag- AnyTagaaap- AmbientActionPointDefinitionTagacme- gestaltalic- attached_light_coneames- AnimatedMeshapab- assetPhotoToolAssetSpecBlockTagapcb- assetPhotoToolConfigurationBlockTagapct- assetPhotoToolConfigurationTagaplt- assetPhotoToolLightingSpecBlockTagappb- assetPhotoToolPhotoSpecBlockTagappt- assetPhotoToolPhotoSpecTagbitd- bitmap_dictionaryblvo- bsp_lighting_volumescamg- camera_animation_graphcfdf- CollisionFilterDefinitionclac- collisionLayerAuditConfigurationTagclct- CollectibleGlobalsDefinitioncmpg- CampaignGlobalsDefinitioncmps- composition_scenecmpt- composer_transitioncolt- custom_object_lightingcomp- compositiondrdg- DamageReportingDisplayGlobalsefex- effect_exposureempt- empty_objectfanf- FanfareDefinitionffgt- GameEngineFirefightVariantTagonce again capitalization changedflni- flinch_impulseflns- flinch_systemfnts- wpf_font_setfont- wpf_font343 renamed this one and i dont know whyfpal- ForgePaletteDefinitionfsld- ForgeSoundListDefinitionfuic- ComponentDefinitionfuis- ScreenDefinitiongegl- game_engine_globalsglca- CameraGlobalsDefinitionglch- CheatGlobalsDefinitionglcm- ComposerGlobalsDefinitionglcn- ControlGlobalsDefinitionglco- ColorGlobalsDefinitionglda- DamageGlobalsDefinitiongldi- DifficultyGlobalsDefinitionglga- GarbageCollectionGlobalsDefinitionglgo- GameplayObjectGlobalsDefinitionglin- InterfaceGlobalsDefinitiongllo- LOCGlobalsDefinitionglma- MaterialGlobalsDefinitionglpa- PlayerGlobalsDefinitionglsa- SkillRankingGlobalsDefinitionglsk- SkullGlobalsDefinitionglso- SoftCeilingGlobalsDefinitiongmpm- GenericModifierDefinitionTaggpso- pso_globalsgrfr- grounded_frictionholt- hologram_lightinghsc_- lualua? in MY halo engine? the fuCkluas- lua_scriptbrO wHAtludg- LevelDisplayMappingDefinitionmgee- multiplayerEffectscase changed on this one, E is now capitalmglb- MeleeGlobalsmtrd- musketeer_toe_definition_tagmusc- music_controlnarg- NarrativeGlobalscase changed, N and G are now capitalnava- NavPointAnimationDefinitionnavl- NavPointLayoutDefinitionnavp- NavPointParametersTagngst- node_graph_stackocfg- object_configurationodis- object_dispenser_componentpmcg- player_model_customization_globalspphs- physics_phantom_soundspsoc- compute_psopsog- graphics_psopugm- PowerupDefinitionpvsb- zoneset_baked_pvsrbcl- requisition_CMSLinkrbdd- requisition_deployableretm- ResolutionTextureMapDefinitionrevi- revive_globalsrpca- prototype_requisition_categoryrpcd- prototype_requisition_cardrpcp- prototype_requisition_card_poolrppd- prototype_requisition_packrpsg- prototype_requisition_service_globalsrqgs- RequisitionGlobalsDefinitionrscn- reactive_sceneryrtcl- TagChecksumssaev- EvadeDefinitionTagsagp- GroundPoundDefinitionTagsasb- ShoulderBashDefinitionTagsasp- SprintDefinitionTagsast- StabilizerDefinitionTagsggg- SpeechGrammarGroupsggs- SpeechGrammarGlobalssigd- SuppressedIncidentcapitalizedsklt- sky_lightingslvo- scenario_lighting_volumessngl- sound_globalsspab- SpartanAbilityComponentDefinitionspry- supply_relaysptg- SpartanTrackingGlobalsDefinitionsptr- SpartanTrackingComponentDefinitionsred- scenario_render_datacapsssdf- SpawnSettingsssgp- sound_state_groupsssc- scenario_sound_constantsstai- sound_tailstlm- structure_lightmapstrl- structure_lightssubt- composer_subtrackstrds- TrackDecalSystemtvcm- trigger_volume_componentuipd- uiPlacementDefinitionuivi- UIVehicleDisplayInfoDefinitionuivn- ui_vehicle_node_definitionuiwi- UIWeaponDisplayInfoDefinitionuiwn- ui_ads_weapon_node_definitionurcd- UnitRecordingDefinitionvaas- vectorart_assetvatc- VehicleAttachmentvcdd- VehicleConfigurationwcfg- weapon_configurationwdof- weapon_depth_of_fieldweab- weapon_attachment_barrelweam- weapon_attachment_magazineweat- weapon_attachmentthis used to be weather, seriously what the fuckweme- weapon_attachment_meleewest- weapon_attachment_sightwetr- weapon_attachment_triggerwett- weapon_attachment_target_trackingwgbl- weapon_globalswpat- wpf_polyartwpfs- wpf_screen