File Formats
All inclusive list of REDengine file formats
Written & Published: April 10 2023 by @manavortex Game version: 2.1
For an exhaustive list, see the W2RC File Format Table.
.app (Appearance definition)
This file contains a list of appearances with their associated components. To load them, you require a root entity .ent. The .app files also contain extensive parameters for wounds and dismemberment, determining which meshes to use for different types of garment an NPC might be wearing, and even the physics behavior of these meshes.
Appearance: .app filesHolds a list of components.
.ent (Entity)
Root entity
The entry point for the game to display an NPC or prop. It is a collection of components that the entity is comprised of, determining their parameters or referencing the files that have said parameters. For instance, NPC .ent files have over a hundred components each, such as entAnimatedComponent (references the correct .anims, .animgraph and .rig files), entTemplateAppearance (references all .app files that are applicable to the entity) and entEffectSpawner (references all .effect files for decals or particles that the entity can spawn). Many of these components have configurable parameters, and the .ent file itself has many under the "entity" section. Many of these parameters, however, are merely the initial state of the entity and are modified in gameplay (such as the boolean isRagdolling).
From ArchiveXL item additions, this kind of file is usually called a root entity.
Mesh entity / Component entity
For player items, an .ent file can serve as a wrapper, splitting components out of the .app file by putting them in their own file.
Entity: .ent filesComponents
Not a file type but an internal data structure and part of .ent or .app files. Components are how the game adds anything to the in-game world, from pag3d data over player interaction prompts to explosion sounds.
Components.inkatlas (Texture mapping)
.mesh (3d object)
A 3d object, holding appearances, materials, and rigging. Meshes for inanimate objects also tend to contain the physics parameters of these objects, whereas NPC meshes tend to contain some garment parameters.
A mesh can have several submeshes, which can be displayed or hidden via chunkmasks.
.mi / .mt / .remt
A material definition for a shader. You can assign those to CMaterialInstance entries in your mesh and then define their qualities by changing their parameters.
Relevant properties:
Different per material — see parameters/[2] for a list of properties
e.g. BaseColor, Metalness, NormalStrength or VectorField, FresnelColor, Albedo
.opusinfo/.opuspak (audio)
OpusPaks are collections of opus audio files, they are described by the sfx_container.opusinfo
file. For more info see the Audio Files page:
.streamingsector (world data)
This file holds world environment information and -properties. Due to its complexity, information is grouped on its sub-page.
The whole world: .streamingsector.wem (audio)
A Wwise audio file, usually containing a voice-over or music. You can find more info on the Audio files page:
Audio files.xbm (Texture)
A regular texture file. Can be exported to .png via WolvenKit, edited, and imported back into the game. The type of texture is often indicated at the end of the filename. For instance, diffuse textures are specified as "_d" and normals are specified as "_n".
If you stick to the game's naming schema, Wolvenkit will auto-detect the right import settings for you.
Normal maps
Can be either blue or yellow (inverted), both exist. For a guide how to make your own, see here.
Cyberpunk normal maps are swizzled (a technique originally employed in DTX-5).
The red channel stores the X axis
The green channel stores the Y axis
The blue channel is empty, since the Z-data will be calculated from red and blue.
Texture Atlases
Texture atlases contain multiple textures that the game may choose at random (such as blood splatters, as seen in fx_blood_splatter_2x2_01_d.xbm) or play sequentially (as seen in splash_texture.atlas_n.xbm, used by the game for the blood puddle animation). Texture atlases won't always have "atlas" in their filename, but can still be quickly identified by the size of the grid. For instance, "3x3" in the filename means a grid of nine textures. In the asset browser, right-clicking on the file and selecting "Find Files Using This" will take you to files that allow further customization of how the game interacts with the grid.
Relevant properties:
IsGamma
Override in-game gamma (lighting)? - Set to "false" for normals - Set to "true" for diffuse/albedo and any parts of the UI
W2RC File Format Table
Animation databases that rename and organize animations for use in scripts and other files such as animation graphs
Animation and physics graphs, used for visual scripting of all animations associated to an entity, as well as physics behavior of dangling objects such as necklaces
Master file for visual effects such as particles and decals. Holds parameters and has a second tab for editing the associated .particle file.
Animation database that determines which animations should play based on various enum inputs (see associated .csv to see which parameter corresponds to what number)
Hit detection for different body parts, as well as visual feedback based on whether the material is flesh, metal, cyberware, etc.
Mesh/model, often containing physics settings (for inanimate objects) and some garment parameters (for NPCs)
navmesh
AI navigation meshes
Physics Material definitions. Governs bullet penetration, A.I. visibility through different materials, friction, etc., but tweaks to it are only partially applied in-game
regionset
?
Generic Format
<explanation>
Generic FIle Format Table
Archive Format
File Structure
Files
data
Raw file data
Header
Magic
char[4]
Constant: "RDAR"
Version
uint32
Currently 12
IndexPosition
uint64
Offset of beginning of file list
IndexSize
uint32
Size of file list
DebugPosition
uint64
Always 0
DebugSize
uint32
Always 0
Filesize
uint64
Size of file (excluding Filesize)
CustomDataLength
uint32
WolvenKit only
Custom Data (WolvenKit)
The following data only applies for archives created with WolvenKit
Magic
char[4]
Constant: "LXRS"
Version
uint32
Currently 1
Size
int32
Size of uncompressed data
ZSize
int32
Size of compressed data
PathCount
int32
Number of custom paths
PathStrings
zstring[PathCount]
Custom file paths
File List
FileTableOffset
uint32
Always 8
FileTableSize
uint32
CRC
uint64
Checksum of ???
FileEntryCount
uint32
Number of files
FileSegmentCount
uint32
Number of file segments
ResourceDependencyCount
uint32
Number of resource dependencies
ResourceDependencies
uint64[ResourceDependencyCount]
File Record
NameHash64
uint64
FNV1A64 hash of the filename
Timestamp
int64
Windows filetime of file creation
NumInlineBufferSegments
uint32
Number of inline buffers
ResourceDependenciesStart
uint32
Index of the first resource dependency
ResourceDependenciesEnd
uint32
Index of the last resource dependency
SHA1Hash
uint8[20]
SHA1 hash of the file
File Segment
Offset
uint64
Offset of the data
ZSize
uint32
Size of compressed data
Size
uint32
Size of uncompressed data
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