File Formats
All inclusive list of REDengine file formats
Created by @manavortex Published April 10 2023 Game version: 1.6.1_DLSS
.app (Appearance definition)
This file contains a list of appearances with their associated components. To load them, you require a root entity .ent.
Appearance: .app filesHolds 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.
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.
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

.streaingsector (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.xbm (Texture)
A regular texture file. Can be exported to .png via WolvenKit, edited, and imported back into the game.
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
navmesh
AI navigation meshes
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
Last updated