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Demystification of REDengine modding jargon
A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications)
The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077.
A website which hosts code and helps programmers collaborate on projects. The source code for WolvenKit is hosted here. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first.
The unofficial community modding toolkit. (Hint: This is the WolvenKit Wiki)
The command line interface version of WolvenKit. (Formerly CP77 Tools)
The original Cyberpunk 2077 modding CLI tool. (Deprecated by WolvenKit CLI)
An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. We aim to depreciate the Modkit with WolvenKit.
Generic term used to refer to non-REDengine files that have a CR2W counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file.
A term used to describe a CR2W file in its most basic uncompressed state. e.g. After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is uncooked. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state.
A CR2W file that's imported or encoded as an engine file, then debugged, compressed, and buffered by the REDengine build process. Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files.
The final unified package file used by REDengine games. The Witcher 3 uses bundle files while Cyberpunk 2077 uses the archive file format.