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.

Appearance: .app files

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.

Entity: .ent files

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.

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.

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.

The whole world: .streamingsector

.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

Pathfinding/AI

Animation graph

Animation data

Mesh appearance configurations

Terrain related

Bink video

Bink video

Camera curve preset

Character editor preset

Minimap

Quest related

Cutscene related

See mlsetup

See anims

See app

Configuration for credits

6-sided cube texture

Entity

Environment definition

Font

Foliage brush

Destructible foliage element

Game main configuration file

Hair profile

UI animation

UI texture atlas

UI character related

UI settings

Quest info

Quest info

Pins on map

Mesh/model

Instanced external shaders/materials

Masks for multilayer supershader

Setup file for multilayer supershader

Template file for multilayer supershader

Blend shapes/shape keys

Base shader

navmesh

AI navigation meshes

Audio

Particles

Nvidia PhysX related

Nvidia PhysX related

Nvidia PhysX related

Point of Interest Map pin

Quest

Quest progression

regionset

?

Similar to mt, difference is unclear

Resource list

Rig/skeleton for animation

Cutscene

Cutscene versioning

Skin profile

The world in manageable pieces

Links all the sectors

Multiple textures

Leftover mesh file with RED3 extension

Leftover mi file with RED3 extension

Texture

Texture

Generic Format

<explanation>

Generic FIle Format Table

Extension
Description

Standard CSV file

Audio file

Archive Format

File Structure

Name
Type/Size
Info

Custom Data

WolvenKit only. See specification of custom data below.

Files

data

Raw file data

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

Last updated

#647: Add info on downloading Phantom Liberty DLC files for rollback

Change request updated