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Naming Reference

Names identify the asset class, model, equipment type and appearance. Character fit is identified by its folder and Skeleton.

Design categories#

These labels reflect our own differentiation of equipment. Armor names such as Light, Medium and Heavy describe relative visual heaviness within this collection. Clothing names such as Beggar, Commoner, Merchant and Aristocrat group garments by their imagined cost and style; they have no relation to real historical estates or social classes.

Style labels such as Roman and Nordic identify artistic influences adapted to the same dark magic medieval world.

Read a filename#

SK_Chest_103_Type7_Commoner_m1 identifies a Skeletal Mesh, model 103, chest Type7, and appearance m1. MI_Chest_103_Commoner_m1 and T_Chest_103_Commoner_D identify its material and base-color map.

Token Meaning
SK_, SM_ Skeletal Mesh / Static Mesh
MI_, T_ Material Instance / texture
Chest_103, Helm_01_1 Model identity; numeric subvariants can distinguish geometry
TypeN Equipment type identifier
Light, Medium, Heavy Our internal armor weight categories
Beggar, Commoner, Merchant, Aristocrat Our clothing cost/style groups
Nordic, Roman Artistic influence
T1, T2, … Artistic tier
m1, m2, … / set_* Appearance/material variant

Material and texture names omit TypeN. Shared atlas names may list several model IDs. Model ID alone does not prove identical geometry, UVs, skinning or cloth setup.

Equipment prefixes#

Prefix Equipment
SK_Helm_ Helmet or headwear
SK_Cloak_ Cloak
SK_Shoulders_ Shoulders
SK_Shirt_ Shirt
SK_Chest_ Chest equipment
SK_L_Bracer_ Left bracer
SK_R_Bracer_ Right bracer
SK_Gloves_ Gloves
SK_Pants_ Pants
SK_Boots_ Boots

Equipment type prefixes#

Slot Prefix Equipment type suffix
Helmet Type1 Helmet.Base
Helmet Type2 Helmet.Open
Helmet Type3 Helmet.Closed
Cloak Type1 Cloak.Base
Cloak Type2 Cloak.Enveloping
Chest Type1 Chest.Base
Chest Type2 Chest.BaseSleeveless
Chest Type4 Chest.Robe
Chest Type5 Chest.RobeSleeveless
Chest Type7 Chest.Open
Chest Type8 Chest.OpenSleeveless
Gloves Type1 Gloves.Base
Gloves Type2 Gloves.BaseOpen
Gloves Type3 Gloves.Long
Gloves Type4 Gloves.LongOpen
Boots Type1 Boots.Base
Boots Type2 Boots.BaseOpen
Boots Type3 Boots.Slippers
Boots Type4 Boots.SlippersOpen
Boots Type5 Boots.High
Boots Type6 Boots.HighOpen

Type tags use ROG.EquipmentType.; these are naming identifiers, not Blueprint enum ordinals. Chest Type3 and Type6 are reserved. Use the installed table metadata for each item; Chest 117 and 118 currently use NoSleeve.

Bracers and cloaks#

Bracers use stable model IDs: SK_L_Bracer_01 and SK_R_Bracer_01 through 11. Shared resources use MI_Bracers_Set01 and T_Bracers_Set01_D/N/ORM, with three resource sets in total. L/R can be equipped independently.

Active cloaks use consistent underscore-separated model and variant identifiers. Their materials and textures remain shared where appropriate.

Types and legacy names#

The compatibility table maps current Type prefixes to equipment behavior. Chest Type7 is open with sleeves; Type8 is open and sleeveless. Type3 and Type6 are reserved.

The old 5.3 document uses another numeric scheme. Use the named metadata in your installed table, not a legacy integer or an enum's internal NewEnumerator name. RowNames can differ from mesh filenames.

ROG Modular Assets · 6.0a documentation
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