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File Formats

All inclusive list of REDengine file formats
Created by @manavortex Published April 10 2023 Game version: 1.6.1_DLSS
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.
Holds a list of components.

.ent (Entity)

Root entity

The entry point for the game to display an NPC or prop. This kind of entity usually doesn't have components by itself, but only points towards the .app file where they are defined.
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.

Components

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.

.inkatlas (Texture mapping)

.mesh (3d object)

A 3d object, holding appearances, materials, and rigging.
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.
For further detes on materials, see here. For an explanation on .mi files, see here.

Relevant properties:

Different per material — see parameters/[2] for a list of properties
e.g. BaseColor, Metalness, NormalStrength or VectorField, FresnelColor, Albedo

.streaingsector (world data

This file holds world environment information and -properties. Due to its complexity, information is grouped on its sub-page.

.xbm (Texture)

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.

Normal maps

Can be either blue or yellow (inverted), both exists. 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.

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

Extension
Description
Fully Parsed
Animation
Audio
aiarch
Pathfinding/AI
animgraph
Animation graph
anims
Animation data
app
Mesh appearance configurations
?
areas
Terrain related
?
?
behavior
?
?
bk2
Bink video
bnk
Bink video
Camera curve preset
cfoliage
?
Character editor preset
cminimap
Minimap
community
Quest related
Cutscene related
See mlsetup
See anims
cookedapp
See app
credits
Configuration for credits
cubemap
6-sided cube texture
curveset
?
devices
?
dtex
?
effect
?
ent
Entity
env
Environment definition
envparam
?
envprobe
?
es
?
?
?
fb2tl
?
fnt
Font
folbrush
Foliage brush
foldest
Destructible foliage element
fp
?
gamedef
Game main configuration file
?
?
gidata
?
gradient
?
?
hp
Hair profile
ies
?
inkanim
UI animation
inkatlas
UI texture atlas
UI character related
UI font
UI
UI settings
inkhud
UI
inklayers
UI
inkmenu
UI
UI
inkstyle
UI
UI
inkwidget
UI
UI
journal
Quest info
Quest info
?
?
?
lights
?
lipmap
?
location
?
locopaths
?
loot
?
mappins
Pins on map
mesh
Mesh/model
mi
Instanced external shaders/materials
mlmask
Masks for multilayer supershader
mlsetup
Setup file for multilayer supershader
Template file for multilayer supershader
Blend shapes/shape keys
mt
Base shader
navmesh
AI navigation meshes
?
opusinfo
Audio
opuspak
Audio
particle
Particles
phys
Nvidia PhysX related
Nvidia PhysX related
Nvidia PhysX related
Point of Interest Map pin
psrep
?
quest
Quest
Quest progression
regionset
?
remt
Similar to mt, difference is unclear
reslist
Resource list
rig
Rig/skeleton for animation
scene
Cutscene
Cutscene versioning
?
?
sp
Skin profile
?
Terrain
The world in manageable pieces
Terrain
Links all the sectors
Terrain
texarray
Multiple textures
?
?
voicetags
?
w2mesh
Leftover mesh file with RED3 extension
w2mi
Leftover mi file with RED3 extension
workspot
?
xbm
Texture
xcube
Texture

Generic Format

<explanation>

Generic FIle Format Table

Extension
Description
csv
Standard CSV file
wem
Audio file

Archive Format

File Structure

Name
Type/Size
Info
Header
Header
Custom Data
WolvenKit only. See specification of custom data below.
Files
data
Raw file data
File List
File List
Name
Type/Size
Info
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
Name
Type/Size
Info
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

Name
Type/Size
Info
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
FileRecords
File Record[FileEntryCount]
FileSegments
File Segment[FileSegmentCount]
ResourceDependencies
uint64[ResourceDependencyCount]

File Record

Name
Type/Size
Info
NameHash64
uint64
FNV1A64 hash of the filename
Timestamp
int64
Windows filetime of file creation
NumInlineBufferSegments
uint32
Number of inline buffers
SegmentsStart
uint32
Index of the first file segment
SegmentsEnd
uint32
Index of the last file segment
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

Name
Type/Size
Info
Offset
uint64
Offset of the data
ZSize
uint32
Size of compressed data
Size
uint32
Size of uncompressed data