Command List

Display help for a specific command: e.g. unbundle -h

Unbundle

unbundle -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -w *.mesh

  • Extracts all files from archive

  • -w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.

  • -r Use optional regex pattern

  • --hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted

💡 The unbundle command also takes folder paths as input (will recursively extract all .archives in a folder), or a list of paths (e.g. unbundle -p "C:\MODDING\archives\basegame_4_gamedata.archive" "C:\MODDING\archives\basegame_1_engine.archive"

💡 You can filter the files to extract from an archive with the -w (Wildcard) or the -r (Regex) filters: unbundle -p "PATH TO ARCHIVE" -w *.mesh e.g. will only extract files with the extension .mesh.

Uncook

uncook --uext png -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -or "RAW FOLDER OUTPUT PATH"

  • Extract all textures from archive, common formats (tga, bmp, jpg, png, dds) supported

  • -w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.

  • -r Use optional regex pattern

  • -hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted

  • --flipUse boolean option (e.g. 'true' or 'false') : Flip textures vertically (can help with legibility if there's text)

  • --forcebuffers: Force uncooking to buffers for given extension. e.g. mesh

❗ The REDEngine extension for textures is ".xbm"

💡 There are a number of files that support uncooking: .mesh, .csv, .xbm, .mlmask and many more.

💡 The in-game textures have .dds fileformat, but wolvenkit.cli supports conversions to the most common image formats (png, jpg, tga). E.g. to convert the game textures to png use: uncook -p "PATH TO ARCHIVE" --uext png

💡 The same options apply here as well: To uncook only textures use uncook -p "PATH TO ARCHIVE" -w *.xbm and it will only uncook files with the extension .xbm.

Import (Converting raw textures or buffers to redengine files)

import -p "INPUT PATH" -o "OUTPUT PATH" --keep

  • convert raw files (gltf/glb, dds) to redengine files

  • -p can be a folder or file

  • -o (optional) is the output path where the redengine files are created

  • -k (optional) use this parameter if you have already existing redengine files in your output folder

⚠️ Until a next update will support fully custom textures, the dds need to be more or less exactly like the vanilla textures, i.e. same resolution, same mipmap count, same texture format.

❗ If you use -k you need both .dds/.buffer and .xbm/.mesh filesjudy_body_wet.xbm AND judy_body_wet.dds If you use the optional -o, then the redengine files need to be located in that folder, while the raw files have to be in the folder specified with -p.

Export (Converting REDengine files to raw files)

export --uext png -p "PATH TO FILE"

  • Convert redengine file (mesh, xbm) to the corresponding raw files (gltf/glb, dds)

💡 You can specify a folder to export, or multiple files pack -p "FILE 1" "FILE 2"

💡 There are a number of files that support exporting: .mesh, .csv, .xbm, .mlmask and many more.

💡 The in-game textures have .dds fileformat, but wolvenkit.cli supports conversions to the most common image formats (png, jpg, tga). E.g. to convert the game textures to png use: export -p "PATH TO FILE" --uext png

Pack

pack -p "MODDED FOLDER PATH"

  • Pack a folder of redengine files: this will create a new .archive file.

💡 You can specify multiple folders to pack: pack -p "FOLDER 1" "FOLDER 2"

❗ Do not replace existing vanilla archives

CR2W

  • Convert a redengine file into human readable form: cr2w -s "<PATH TO FILE>"

  • Convert a json file into a redengine file: cr2w -d "<PATH TO JSON>"