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All inclusive list of REDengine file formats
Created by @manavortex Published April 10 2023 Game version: 1.6.1_DLSS
Holds a list of components.
From ArchiveXL item additions, this kind of file is usually called a root 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.
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.
This file holds world environment information and -properties. Due to its complexity, information is grouped on its sub-page.
A regular texture file. Can be exported to .png via WolvenKit, edited, and imported back into the game.
If you stick to the game's naming schema, Wolvenkit will auto-detect the right import settings for you.
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.
The following data only applies for archives created with WolvenKit