Tags are the resources which represent all assets and entities in the game. While the core mechanics are implemented in game code, nearly everything else is customized using tags. They come in many different types (called tag classes or groups), each with a predefined structure and data fields. Tags can depend on other tags by reference, and are reusable between maps.
A playable level is represented by a scenario tag and all of its dependencies, which can include the vehicles which may spawn, any scenery placed, and any level textures. Bundles of tags required for a level are typically compiled into an optimized map cache file, though certain builds of the Halo engine are capable of loading tags on-demand directly from the tags
folder (e.g. Sapien or debug builds of Halo).
Halo's tags are a binary format that must be edited with purpose-built tools like the H1A-EK, MEK, or Invader.
Differences between editions
Each edition of the game has a slightly different tag set in its maps. Be aware of this when extracting tags with Refinery or invader-extract or mixing tags.
- Some tag classes have fields which only apply in certain editions, for example H1A's actor metagame type.
- PC retail and Custom Edition are based on a slightly older version of Xbox tags, with the most famous difference being Keyes' uniform.
- Gearbox replaced model with gbxmodel during the Xbox to PC port, and replaced instances of shader_
transparent_ generic with shader_ transparent_ chicago or other transparent shader classes. - Gearbox made several changes to damage_
effect stuns in Custom Edition tags only. - H1A in MCC restores shader_
transparent_ generic functionality and Keyes' uniform.
Tags list
Tag name | Group ID | Parent | Purpose |
---|---|---|---|
actor | actr | Defines core AI behaviours shared by actor variants. | |
actor_variant | actv | Specializes an actor by defining their appearance, weapon use, grenades, health, and dropped equipment. | |
antenna | ant! | A springy antenna widget which can be attached to model markers, as seen on the Warthog and Scorpion. Widgets can be added to any object. | |
biped | bipd | unit | Represents the physical characteristics and appearance of characters like Elites, Marines, Cortana, and the player. |
bitmap | bitm | Stores texture data like sprite sheets, environment maps, normal maps, and more. Commonly (but not exclusively) referenced by shaders. | |
camera_track | trak | Defines rotational constraints for the game's camera when controlling bipeds or occupying vehicles (e.g. prevents looking all the way up or down). | |
color_table | colo | ||
continuous_damage_effect | cdmg | Creates a continuous screen shake and controller vibration within a radius of a sound_ | |
contrail | cont | Contrails are trail-like repeating bitmap effects which can be attached to any object, optionally to one of their markers. Commonly used for projectiles, but also for the Banshee's wingtips. | |
damage_effect | jpt! | Properties for the application of damage including material modifiers, screen effects, acceleration, and area of effect. | |
decal | deca | Used for bullet holes, blood, burns, signs, and other 2D surface effects. | |
detail_object_collection | dobc | Determines the mix and appearance of small 2D detail objects like grass, which are painted onto a BSP in Sapien. | |
device | devi | object | Parent tag for devices, controlled objects which have powered on/off states. |
device_control | ctrl | device | Used for interactive switches and buttons to operate device_ |
device_light_fixture | lifi | device | Used for dynamically toggled light sources or decorate lighting objects. |
device_machine | mach | device | An object which can animate between open and closed states, like doors and elevators. |
dialogue | udlg | Gives units situational sounds, such as when taking damage or fleeing. | |
effect | effe | A multi-purpose tag used for responses to various events like material impacts, sound effects, and detonations. | |
equipment | eqip | item | Used for powerups, health packs, non-live grenades, and ammo pickups. |
flag | flag | Properties for a simulated cloth-like material which can be attached to objects. | |
fog | fog | Describes the appearance of fog planes. | |
font | font | ||
garbage | garb | item | |
gbxmodel | mod2 | Stores the render model of objects in the Gearbox port of the game (and its derivatives). | |
globals | matg | Contains global configuration related to singleplayer, multiplayer, rasterizer data, the HUD, and more. | |
glow | glw! | Used to create glowing effects like the Elite's energy sword. | |
grenade_hud_interface | grhi | ||
hud_globals | hudg | ||
hud_message_text | hmt | Contains the text for messages that appear on the HUD like objectives and interactions. | |
hud_number | hud# | ||
input_device_defaults | devc | ||
item | item | object | Parent tag of weapon, garbage, and equipment. Represents a small moveable object with point-like physics. |
item_collection | itmc | ||
lens_flare | lens | A 2D sprite which can fade by distance and angle. Can be part of a light or attached to the BSP. | |
light | ligh | A dynamic light source which can be attached to objects and effects. | |
lightning | elec | ||
light_volume | mgs2 | Describes a dense line of glow particles, commonly used for projectile tails. | |
material_effects | foot | Spawns effects when moving objects interact with surfaces, like tread marks, splashing footsteps, and scattering rocks. | |
meter | metr | Used for the global health and shield HUD meters. | |
model | mode | Stores the render model of objects in the original Xbox version of the game. | |
model_animations | antr | ||
model_collision_geometry | coll | Contains the collision mesh (also referred to as hitbox) for objects as well as information about health and shields. | |
multiplayer_scenario_description | mply | ||
object | obje | ||
particle | part | ||
particle_system | pctl | ||
physics | phys | Models the dynamic physics and propulsion of vehicles. | |
placeholder | plac | object | Used only by Sapien to represent interactive handles/markers. |
point_physics | pphy | Controls how simulated points points physically interact with the environment. | |
preferences_network_game | ngpr | ||
projectile | proj | object | Short-lived objects used for weapon projectiles and thrown grenades. |
scenario | scnr | The main "root" tag for a multiplayer, singeplayer, or UI map. Contains data about spawn locations, objects, BSPs, skies, scripts, and more. | |
scenario_structure_bsp | sbsp | Contains geometric, lighting, weather, and other data for the playable spaces in which all objects are placed. Singleplayer maps often use multiple BSPs. | |
scenery | scen | object | Fixed decoration objects like boulders, plants, and crates. Placed in the level using Sapien. |
shader | shdr | ||
shader_environment | senv | shader | General-purpose opaque and alpha-tested shader used for scenario_ |
shader_model | soso | shader | General-purpose opaque shader used for object materials. |
shader_transparent_chicago | schi | shader | |
shader_transparent_chicago_extended | scex | shader | A version of shader_ |
shader_transparent_generic | sotr | shader | A transparent shader type supported by H1X and H1A only. |
shader_transparent_glass | sgla | shader | |
shader_transparent_meter | smet | shader | Used for transparent materials with an incrementally scaled area, such as first person (not HUD) heat meters for plasma weapons and the Warthog's speedometer. |
shader_transparent_plasma | spla | shader | Used for energy shields like those on bipeds. |
shader_transparent_water | swat | shader | |
sky | sky | Defines a skybox with light sources for lightmaps and atmospheric fog. | |
sound | snd! | Contains sound data such as sound effects and music and parameters affecting how sounds are played by the sound system. | |
sound_environment | snde | ||
sound_looping | lsnd | ||
sound_scenery | ssce | object | Identical to scenery but with collision rules like device_ |
string_list | str# | ||
tag_collection | tagc | ||
ui_widget_collection | Soul | ||
ui_widget_definition | DeLa | ||
unicode_string_list | ustr | ||
unit | unit | object | Parent tag of bipeds and vehicles, containing fields common to these AI-driven or controllable objects. |
unit_hud_interface | unhi | ||
vehicle | vehi | unit | Driveable or occupiable units with dynamic physics, such as the Warthog and cryo pod. |
virtual_keyboard | vcky | ||
weapon | weap | item | Used for both weildable weapons and those attached to vehicles. |
weapon_hud_interface | wphi | ||
weather_particle_system | rain | Defines the appearance and behaviour of weather particles like rain and snow. | |
wind | wind | Describes the speed and variation of wind in a BSP cluster, affecting local point_ |
Unused tags
The following tags are leftover from earlier in Halo's development and are unused or removed entirely from current versions. The tags are listed here for informational purposes only, and you will not need to use them.
Tag name | Group ID | Parent | Purpose |
---|---|---|---|
spheroid | boom | Spheroid is an unused leftover tag class from earlier in Halo's development. Although references to it can be seen in the H1CE HEK, it no longer exists in the H1A-EK. | |
weapon_collection? | wpcl | This group ID can still be found in leftover references in some stock scenario tags, but the tag itself no longer exists. It was probably replaced by item_ |
Tag structure
Tag references and paths
A tag path is like a URL for a tag. References from one tag file to another are stored as tag paths with an accompanying group ID for the type. For example, the path levels\test\tutorial\tutorial
and group ID sbsp
is how the tutorial scenario references its BSP. Tag paths are assumed relative to a tags
directory, but are not literal filesystem paths since they don't contain an extension.
Be careful when moving or renaming tag files; you may create "dead links" in other tags that referenced them. Either correct the broken references after moving tags, or use invader-refactor to move tags safely.
When tags are compiled into a map, references are converted into pre-calculated pointers. An array of tag paths are still retained in the map but is not used by the game.
Tag paths also appear in arguments to Tool and scripting.
Blocks
A tag block field is essentially a list of smaller data structures within a tag. An example is the scenario tag containing a block of vehicle spawns points. In visual tag editors, blocks appear as a list of elements which are often editable by adding or removing elements. A block field internally consists of an item count and a pointer to an array of structures of the expected type.
Some older unofficial tools refer to blocks as reflexives, a term considered outdated and comes from early halo-map-tools modding.
Group IDs
To identity tag types in-engine and within tag data, Halo uses compact fixed-size (4 character) identifiers rather than the longer tag names/extensions seen in the HEK. Some examples include bitm
for bitmap, snd!
for sound, and DeLa
for ui_
Unused tags and fields
The types of tags and their structures changed during the game's development. Evidence of this can be seen in Halo's engine, the HEK's tools and tags, and official maps.
For example, HEK Guerilla allows users to create new spheroid tags despite them containing no fields and being totally useless. The actor tag contains an unused weapon reference and probably predates the creation of actor_
Invalid data
Not only were fields added and removed during development, but some were repurposed to different types without correcting existing tag instances. This has resulted in tags which shipped with Halo's maps containing some technically invalid data. The tag warthog gunner.actor_variant
still contains a projectile reference overlapping the space of 4 fields (starting with grenade type) in the final version of the tag structure.
Invalid data is common in extracted tags, either because they were already invalid or from using buggy tools like HEK+. Using invalid tags for new maps can produce undefined behaviour in-game and cause Sapien to crash. A tag which works in Custom Edition may cause crashes in MCC.
Invalid tags can often be corrected by resetting fields and re-saving the tag using visual tag editors (e.g. Mozarilla, Guerilla), or using invader-bludgeon.
Padding
Some tags contain unused space between fields called padding. Generally, any sort of data could be stored in these spaces without affecting the tags, and some community tools use this space to retain extra metadata.
Header
All tag files ("loose tags") have a common header structure. This header makes up the first 64 bytes of data, and contains the following fields. All primitive fields are big-endian.
Field | Offset (relative) | Type | Comments | ||||||
---|---|---|---|---|---|---|---|---|---|
tag id | 0x0 | uint32 | Some kind of tag ID, seen in some official tag files. This is no longer used. | ||||||
tag name | 0x4 | TagString | A tag name, seen in some official tag files. This is no longer used. | ||||||
tag group | 0x24 | TagEngineId: enum32 | A 4-character tag group ID encoded as an int. For example, | ||||||
checksum | 0x28 | uint32 | Possibly unused CRC32 checksum. | ||||||
header size | 0x2C | uint32 | Meant to be the size of this header, but always equals | ||||||
unofficial flags | 0x30 | MozzFlags: bitfield64 | 8 bytes of padding are found here -- though Mozzarilla uses this space as an unofficial bitfield. | ||||||
| |||||||||
version | 0x38 | uint16 | Definition version, always equals | ||||||
integrity0 | 0x3A | uint8 | |||||||
integrity1 | 0x3B | uint8 | Compliment of integrity0. | ||||||
engine id | 0x3C | uint32 | A 4-character engine ID encoded as an int. Must equal |
Acknowledgements
Thanks to the following individuals for their research or contributions to this topic:
- Kavawuvi (Information about invalid tags and tag headers)
- Mimickal (Information about tag headers)
- Vaporeon (Information about modified stun values in Custom Edition)