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Files and what they do

What do the different files do? How do I mod them?
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)

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.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
actionanimdb
Animation
​
acousticdata
Audio
​
aiarch
Pathfinding/AI
​
animgraph
Animation graph
​
anims
Animation data
​
app
Mesh appearance configurations
​
archetypes
?
​
areas
Terrain related
​
audio_metadata
?
​
audiovehcurveset
?
​
behavior
?
​
bikecurveset
?
​
bk2
Bink video
​
bnk
Bink video
​
camcurveset
Camera curve preset
​
cfoliage
?
​
charcustpreset
Character editor preset
​
cminimap
Minimap
​
community
Quest related
​
conversations
Cutscene related
​
cooked_mlsetup
See mlsetup
​
cooked_anims
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
?
​
facialcustom
?
​
facialsetup
?
​
fb2tl
?
​
fnt
Font
​
folbrush
Foliage brush
​
foldest
Destructible foliage element
​
fp
?
​
gamedef
Game main configuration file
​
garmentlayerparams
?
​
genericanimdb
?
​
gidata
?
​
gradient
?
​
hitrepresentation
?
​
hp
Hair profile
​
ies
?
​
inkanim
UI animation
​
inkatlas
UI texture atlas
​
inkcharcustomization
UI character related
​
inkfontfamily
UI font
​
inkfullscreencomposition
UI
​
inkgamesettings
UI settings
​
inkhud
UI
​
inklayers
UI
​
inkmenu
UI
​
inkshapecollection
UI
​
inkstyle
UI
​
inktypography
UI
​
inkwidget
UI
​
interaction
UI
​
journal
Quest info
​
journaldesc
Quest info
​
lane_connections
?
​
lane_polygons
?
​
lane_spots
?
​
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
​
mltemplate
Template file for multilayer supershader
​
morphtarget
Blend shapes/shape keys
​
mt
Base shader
​
navmesh
AI navigation meshes
​
null_areas
?
​
opusinfo
Audio
​
opuspak
Audio
​
particle
Particles
​
phys
Nvidia PhysX related
​
physicalscene
Nvidia PhysX related
​
physmatlib
Nvidia PhysX related
​
poimappins
Map pin
​
psrep
?
​
quest
Quest
​
questphase
Quest progression
​
regionset
?
​
remt
Similar to mt, difference is unclear
​
reslist
Resource list
​
rig
Rig/skeleton for animation
​
scene
Cutscene
​
scenesversions
Cutscene versioning
​
smartobject
?
​
smartobjects
?
​
sp
Skin profile
​
spatial_representation
?
​
streamingquerydata
Terrain
​
streamingsector
Terrain
​
streamingsector_inplace
Terrain
​
streamingworld
Terrain
​
terrainsetup
Terrain
​
texarray
Multiple textures
​
traffic_collisions
?
​
traffic_persistent
?
​
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
​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