Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Wolvenkit Import and Export explained
This section contains general information and workflow documentation about importing and exporting files with Wolvenkit.
For a documentation of the UI, check Import/Export Tool:
JSON export will generate a text file. If you don't know what that means, ignore this option, or read more about it under Import/Export as JSON
For a detailed explanation of the different settings and their workflow, check the nested pages or use the "next" button at the bottom of the page.
raw
folderMoving or renaming files usually breaks the import. Read on to find out why.
When exporting a resource, Wolvenkit puts the exported file into your project's raw
folder. In the UI, you can find it in your project explorer:
The relative paths (starting under archive
/raw
) are the same, as will the file name (without extensions).
You can import your_file.glb
via Import Tool.
You can not import your_file_mesh_export.glb
via Import Tool, because Wolvenkit won't know where to put it.
Wolvenkit knows to ways of exporting files: to JSON, or via the Export Tool.
Exported files will be created in your project's raw folder. The will be the same.
Unless importing from JSON, Wolvenkit can't create files.
When using the Import Tool, we can only import into already existing containers (see #file-structure for more information)
The easiest way to do that is:
export an existing file
overwrite the new file in raw
with your changes
import the file
This option is in the right-click menu.
The depot is a collection of image and binary files used for modding the game
Formerly part of the ELI5 guide, this has been moved to the general section.
The depot is where wolvenkit stores accessible copies of basegame assets that are needed for editing/viewing project assets. With the current version of wolvenkit, you DO NOT need to do anything other than specify a folder for it. Everything else happens seamlessly in the background as and when needed. The only reason to generate a depot now is for using MLSB. If your not doing that, just skip this.
There are three methods of creating and maintaining a depot:
I recommend that you skip this section for now and do the Validate Functionality steps first. Based on what you learn there, make the decision which kind of Depot you want.
Adhoc Depot is the manual process of creating the asset files as you need them. The general idea is that almost all the files you need are already accessible to WolvenKit. The biggest benefit is the minimal disk space usage.
Partial Depot is mostly uncooked and unbundled, and it's only missing the GLB files. Unless you are needing that specific file type, this depot has everything you will need. The biggest detractor is that it requires 120GiB of disk space. It will let you access the microblends and masks in MLSB, but wont have meshes available.
Full Depot (outdated as of 2023!) is every asset available to us. The biggest benefit is that everything is ready to use and MLSB can work with the assets. The biggest detractor is that it requires 160GiB of disk space.
If you understand how the asset files relate to each other, then an Adhoc Depot works perfectly fine. Be aware that experience and knowledge are required if this is the type of depot you want to maintain.
An in-game item is used to find the ENT file,
The ENT file is used to find the APP file,
The APP file is used to find the MESH file,
The MESH file is used to find the MLMASK, MLSETUP, and XBM files, and it can be exported to create the GLB file,
The MLSETUP file is used to find the material layers and the MLTEMPLATE file,
MLMASK file can be exported to create the DDS files,
DDS file can be imported to create the XBM file, but the XBM file can also be accessed directly from the MESH.
Add the asset to your project which also adds the asset to the Import/Export Tool.
Open the Import/Export Tool, right click on asset, and click on Show Settings. Most of the time the default settings will provide you the output you're needing, but for DDS files from MLMASK and if you need the rig files, then you'll need to get into the settings to make those alterations.
Once you have the settings to what you need, either select the files you want to export and click the Process Selected button, or click the Process All for everything on the list.
Some of the unbundle files are already accessible in the WolvenKit Asset Browser. You may want to search for the files you want in Asset Browser before unbundling the game. For the ones that aren't, the source files can be accessed through the mesh file and the Import/Export tool will generate them.
Launch WolvenKit application and click on Tools then Depot Generator.
Click into the field next to Depot Path and select the folder C:\Cyberpunk2077Mod\Depot
Select PNG and then click the Generate Materials button. While the program is running, the button will deactivate and once the program is complete File Explorer will automatically open at the location of your Depot.
You do not need to unbundle anything else, since the Wolvenkit exports will do that for you. If you want, you can stop reading now.
To unbundle the following list of extensions click on the Unbundle Game button: gradient
, w2mi
, matlib
, emt
, sp
, hp
, fp
, mi
, mt
, mlsetup
, mltemplate
, and texarray
.
As of October 2023 and Wolvenkit 8.11, you do not need a full depot. The process is still documented under Legacy: Full depot. However, it is advised that you stick to a partial depot.
How to import and export multilayered assets
You can export and import MultilayerMasks via Wolvenkit.
For the UI documentation, check Tools: Import/Export UI
For general information such as the file structure and output directory, check Import/Export
Learn more about the functionality of mlmask files on the REDengine 4 Wiki
Mask files can be exported with the Import/Export tool in a similar fashion to texture files. Additionally, WolvenKit will automatically create a custom masklist
file, which can be used for importing modified mlmask files.
Masklist files can be opened and modified with any text-editing program.
You can use absolute or relative texture paths.
Use the import tool to select any masklist
file within the raw directory of the Project Explorer. If you don't have one, export an MLMask first.
You can export and import MLSetup files via JSON and edit them with the MLSetupBuilder.
The Wolvenkit Blender plugin
For a documentation of the Blender Plugin's features and step-by-step usage instructions, see the .
If the Export Materials
checkbox in the mesh export settings is enabled, WolvenKit will create a Material.json
file under raw
. You can find it in the same directory as the mesh.
These aren't the files you're looking for… yet.
For help finding an item, check on the yellow wiki.
You can use the search bar at the top of the asset browser to search the game files:
To search in your currently installed mods instead, switch to Mod Browser:
You can chain the search operators below with the >
character, which will run the results of the first search through the second search.
Let's get to the meat of the matter.
This is mostly useful for the mod browser, as it allows you to e.g. retrieve files from your other mods without switching projects or digging through your mod directory.
Use the archive
switch to show only files in a certain archive (name or path):
This operator has to be chained via >
if you want to refine it.
a:ArchiveXL_Netrunner .mesh
will show nothing
a:ArchiveXL_Netrunner > .mesh
will show all mesh files by archive match ArchiveXL_Netrunner
.
This is the default search behaviour, and you don't need to include these operators.
Search will only show you files under this path.
To limit your search to a certain folder, you can put the folder path and the search term:
You don't need to include slashes. These search terms below will yield the same results:
You can limit your search to certain file extensions:
If you only know a file's hash, you can still search for it:
You can search for multiple terms by using the |
operator:
This does not like spaces. word1|word2
will work, word1 | word2
will not.
You can exclude terms from the search by prefixing them with !
:
Wolvenkit lets you search for regular expressions. The main limitation is that you can't use spaces:
.*
will work by default.
Overview of supported I/O formats
The following formats are supported by WolvenKit for imports and exports
How to view video and audio files in WolvenKit.
This page is about the WolvenKit app. To bulk-export or -import video and audio files, check Video and audio files (CLI)
Voice-overs and most music are stored as .wem
files – you can use the search to filter by extension.
When you select an audio file in your Project Explorer or the Asset Browser, the File Information widget will turn into an audio player:
You can convert .wem files to playable formats using the Export tool. if you'd rather use the command line interface, check #audio-files.
Sound effects are stored differently and cannot be previewed in WolvenKit. If you want to search and preview SFX, use the SoundDB web tool.
You can import and export sound effects stored in .opuspak files using the Import and Export tools respectively. See this page for a walk-through:
Wolvenkit can't preview video files. Add them to your Wolvenkit project or export them via CLI (#video-files) and watch them via RADTools as bink.
In the past, Wolvenkit used to be able to view videos. However, due to license issues, we had since to remove the plugin.
However, it was only a wrapper around RADTools, which you can also install as external tool.
a brief introduction to scripting within Wolvenkit.
Wolvenkit is scriptable using javascript and its internal API. With it you can automate tasks such as exporting, as well as make changes to files programmatically.
For documentation of the Script Manager, check the corresponding sub-page.
See Script Manager -> #adding-scripts
Any .wscript files you have created or edited will be stored in the following location:
You can delete or edit them via Script Manager.
The editor shows your source code with code formatting and includes code suggestion for the Wolvenkit api.
For questions or suggestions about the scripting interface please visit the #wolvenkit-scripts channel on the Discord server.
Documentation of the API can be found at https://wolvenkit.github.io/WolvenKit/index.html
This documentation is generated by Doxygen from the codebase so will update as the API evolves.
There is also a utility library called Logger.wscript shipped with wolvenkit that assists with writing messages to the wolvenkit Log. It can be included with the following statement:
it provides the following functions:
Logger.Info(obj)
Prints the supplied object or text in yellow in the log window.
Logger.Warning(obj)
Prints the supplied object or text in purple in the log window.
Logger.Error(obj)
Prints the supplied object or text in red in the log window.
Logger.Success(obj)
Prints the supplied object or text in light blue in the log window.
Logger.Debug(obj)
Prints the supplied object or text only to the log file.
How to import and export textures
WolvenKit is capable of exporting Cyberpunk XBM files to common formats like png. It will try and automatically determine the correct import settings based on the file name.
For the UI documentation, check Tools: Import/Export UI
For general information such as the file structure and output directory, check Import/Export
For a step-by-step workflow and troubleshooting, see Cyberpunk 2077 Modding ->
Add the xbm file to your project
Open the Export tool (Tools -> Export Tool)
Select your texture
Click "Export Selected"
This will generate a png file in your project's raw folder.
Choose a common image format for exported textures. Possible options (as of 8.9.1):
png
dds
tga
bmp
jpg
png
Vertically invert textures for convenience
WolvenKit is capable of importing custom images as Cyberpunk XBM files. The Import/Export Tool can replace an existing XBM or generate new standalone XBM.
For compatibility reasons, you might want to stick to png files.
The easiest way to go about it is this:
Add an existing xbm file of the same type that you want to import to your Wolvenkit project.
Export the xbm file: this adds a png file with the same name to your project's raw folder.
Overwrite the png with your edited texture.
Open the Import tool, and select your png file. The correct settings should be applied automatically.
Click "Import Selected".
By default advanced XBM options are hidden. This can be changed by modifying WolvenKit Settings. (Is this still the case? Double-check)
Select a preset for import. This will preselect the options below, so pick the right one for your use case!
Wolvenkit will try to guess the right preset from your file name, so you'll want to stick to the game's naming conventions.
Possible values are:
TexG_Generic_Color
TexG_Generic_Grayscale
TexG_Generic_Normal
TexG_Generic_Data
TexG_Generic_UI
TexG_Generic_Font
TexG_Generic_LUT
TexG_Generic_MorphBlend
TexG_Multilayer_Color
TexG_Multilayer_Normal
TexG_Multilayer_Grayscale
TexG_Multilayer_Microblend
Sets isGamma boolean upon import. Color textures (such as diffuse) must be set as true, or they will appear blown-out or too bright in-game.
Should the image be v-flipped?
The game saves images as upside-down. Wolvenkit will fix that for you, so unless your texture is already flipped, you'll want to leave this alone.
as of 8.9.1
Raw format for export. Possible values are:
TRF_Invalid
TRF_TrueColor
TRF_DeepColor
TRF_Grayscale
TRF_HDRFloat
TRF_HDRHalf
TRF_HDRFloatGrayscale
TRF_Grayscale_Font
TRF_R8G8
TRF_R32UI
TRF_Max
Should MipMaps be created?
The This requires the texture width and height to be potencies of 2!
???
Should the image consider transparency?
UX/UI: Keyboard shortcuts, tips, and tricks
Created: Dec 03 2024 by manavortex Last documented update: Dec 03 2024 by manavortex
This page will tell you about keyboard shortcuts and nifty tricks that make working with Wolvenkit easier.
The context menu in the project browser reacts to Shift
and Ctrl
, making other operations available. Check it out!
You can drag and drop files and folders to move them. Hold the Ctrl
key to copy them instead.
You can call up the rename dialogue by pressing f2, as long as you have a node in the project browser selected.
If you check the Update in project files?
box, Wolvenkit will automatically try to update all references in your project to the new file path.
The context menu's Copy Relative Path
action will show you other options if you hold Shift
and/or Ctrl
:
By holding the Ctrl
key when you click on a folder, you can collapse or expand the whole folder and its children.
The file editor's context menu and menu bar react to Shift
and Ctrl
, making other operations available. Check it out!
If you're a beginner, stick to Easy mode — the person who implemented the feature does the same.
Check Editor Difficulty Mode for the full documentation.
Holding the Shift
key while an array element is selected will offer you Delete all but selection
instead of Delete selection
.
Holding the Shift
key while pasting into an array will let you overwrite the current selection with your clipboard.
Holding down the Ctrl
key as well will let you overwrite the entire array with your clipboard.
By holding Shift
while expanding a node, you can fold/unfold all of its children (and their children) according to specified rules for the most common node types:
Double-clicking a node in an array will toggle the expansion state of all siblings to the expansion state of the node.
You can search and replace in selection by using the context menu or pressing the f2 key.
This can take a long time if your file is big, so you should use the search box first!
Especially in mesh files, the Clean Up menu is your friend.
Clean up empty submeshes will delete extra chunks from old templates.
Delete unused materials will drop any material entries that aren't used by any of your appearances.
How to import and export audio from opusinfo/opuspaks.
Unlike music and voice-overs, sound effects in Cyberpunk 2077 are stored inside .opuspak files, which are described by a single sfx_container.opusinfo
file.
For the UI documentation, check Tools: Import/Export UI
For general information such as the file structure and output directory, check Import/Export
In order to export sound effects, you need to have the sfx_container.opusinfo
file in your project. Find it in the Asset Browser and add it to your project.
With the opusinfo selected in the Export tool (if you don't see the file, press Refresh), you should now see the export options on the right.
The important field for us here is "Selected for Export". Click the three dots on the right to open a selection window where you can choose which hashes to export. Click the hash you want and press the arrow button pointing right to add it to selection.
Hash is basically an ID of a sound. To find the hashes you need, you can use the SoundDB web tool.
Once you've selected what you want, press Finish to confirm the selection and back in the Export tool press "Export Selected". The sounds you've chosen should now be in the raw folder of your project. You will find two files for each of the sounds, one is origin .opus
and the other is .wav
. You can usually ignore the .opus file.
To import back a sound effect, all you need is the sound file in .wav
format with the exact same filename it had when you exported it. It should also be in the same folder (base).
You can usually leave the default settings as they are. After pressing "Import selected", your project's archive folder should now contain a new modified sfx_container.opusinfo
and one or more sfx_container_XXX.opuspak
(XXX being a number). The opuspak contains your new sound (and other sounds too).
How to import or export to/from JSON with Wolvenkit
This is not the only means of export! See for documentation of the other.
Converting files to JSON will their content to a .json file in your project's raw
folder.
Importing them back will re-create the corresponding file under archive
.
This is easiest way to and a perquisite for several modding workflows.
This option is in the right-click menu:
This option is in the right-click menu:
JSON import will be available for any file in your raw
folder with the extension .json
. However, if the file hasn't been created via "Convert to JSON
", the import will fail.
What's a project, how do I get one, and what does it do?
To access most WolvenKit features, it's necessary to create a Project first. Projects are primarily used to separate and organize source and game files into distinct directories. Each project can be thought of as the source code for any given mod.
Check -> to learn about adding files.
You have two means of creating one:
From the : ->
From Wolvenkit's view via the Create New Project button
You will see something like this:
Select a .modproj file to open with WolvenKit
Your project will contain the following folders:
Your Wolvenkit project will have several folders inside of source
.
As of 8.9.1, these are:
Location: your_wolvenkit_project/source/archive
Everything in this folder will be packed into your mod's .archive file.
Location: your_wolvenkit_project/source/raw
This is your working directory. Keep any files here that you don't want to end up on Nexus.
A directory for custom sound files.
Location: your_wolvenkit_project/source/resources
This folder contains other files for your mod.
If your mod contains an .archive
file, then it will have the same name as your Wolvenkit project. Since .archive
files will be loaded in alphabetical order (ASCII):
If you are creating a compatibility mod (something that modifies the files of another installed mod), then yours needs to load first.
For the UI documentation, check
For general information such as the file structure and output directory, check
For a step-by-step workflow and troubleshooting, see -> ->
WolvenKit is capable of exporting Cyberpunk mesh files (with their armatures and materials) natively to glTF format, preserving Cyberpunk's separation into distinct submeshes with different materials.
We can import those .glb files into the following game files:
.mesh
.morphtarget
anims
After exporting, your files can be found in your project's section.
Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.
If selected, models for LOD > 0 will not be included with the export.
Select to export in binary from as GLB rather than glTF format. (Recommended)
Turn this off if the file export fails.
Exports garment support to shapekeys for Blender.
Turn this off if the file export fails.
The default export is versatile enough for most use cases. Any mesh, static or skinned can be exported and imported with this setting. For skinned meshes the bone parenting hierarchy will not be included, however this does not matter for importing meshes. Meshes will be divided into submeshes by material.
Bone parents are not required for successful mesh imports
Using the WithRig
export option allows us to export skinned meshes with parented bones. By default exported meshes are correctly skinned, but the skeleton contains no parenting information. Bone-parented rigs are especially useful for posing/animating using a 3d software.
Mesh files themselves do not contain the bone parents, so it's required to select a rig file to accompany each mesh export. To select a rig, in the WithRig Settings
section of the right panel press the ...
(Collections) button. This opens the collections menu where you will select your rig file.
Choose a rig file from the panel on the left side, then use the opposing left/right arrows to add or remove a rig. The selected rig will be added to the right panel. Only one rig can be used, so adding more than one rig will result in the 1st rig in the list being selected.
WolvenKit is able to import custom mesh files. The Import/Export tool expects meshes to be in the glTF format, stored as a .glb file (binary format). The tool supports skinned (animated) or rigid (static) models.
You have to import your .glb
into an existing .mesh
file!
Be sure your mesh is triangulated and does not contain loose geometry
Submeshes are ordered by name and are called submesh01, submesh_02, submesh_03, etc.
Individual meshes have < 65535 triangles
Will only import the Material.json, ignoring the .glb file. Handy for resetting material edits that you did by accident.
Skip: Will not validate
TryFix: Will attempt to fix issues with your file
Strict: Will not attempt to fix anything, but yell at you for anything that might cause issues.
Mesh: Imports over a mesh
Morphtarget: Imports over a morphtarget (the file that deforms a mesh). Necessary for e.g. custom body morphs.
Rig: Attempts to import the associated armature to a .rig
MeshWithRig: Combines the Mesh and the Rig option.
(experimental as of 8.9.1) Will ignore submesh names, instead using the order inside the armature to generate numbered submeshes.
Will treat the submesh LOD0 as having the lowest level of detail rather than the highest
Useful for updating material information only, without disturbing the original geometry data.
Use the GLTF library to run some basic checks to detect bad geometry.
Select the desired destination format. (mesh/morphtarget)
Rebuild the existing mesh file. (Required)
The following settings are recommended for using Blender with WolvenKit. Unlisted export options can use the Operator Default preset (no change). These options may not cover all cases, however it's a good baseline for getting started.
Geometry
Materials: No Export
Shape Keys
New to Blender and/or modding? Remember to remove all extra assets before exporting! Do not include lights, cameras, or other meshes such as the default cube.
Meshes are sorted and given materials based on the submesh index. LOD variants are numbered as 1, 2, 4, and 8 which corresponds to the REDengine value. These are not the distances at which the LOD is applied.
It's important to remember the submesh name is determined by the Data Block not the Object Name. The orange colored icon represents the Blender object name, while the green polygon represents the actual name of the mesh.
It's possible to reference the material structure of the original mesh file using WolvenKit to see how each submesh is mapped to a distinct material.
In the example above, you can see the material list which repeats after reaching glass1
meaning this is the final submesh. We now know this mesh has 12 distinct submeshes (0-11). It also contains four LOD's because each material list is repeated for a total of four lists.
Just looking to edit materials? WolvenKit can directly edit materials within .mesh or .mi files using the File Editor.
A bespoke json file will be generated from the material dependency stack and exported alongside the raw mesh file. The entire daisy chain of materials is analyzed and written to file top-down, meaning all properties are written as they appear in game. The material json file can be edited with any text-based editor. Any changes saved to the json file will be written to the mesh file upon each import.
For each WithMaterials
mesh export, the material dependencies are analyzed and missing resources are dumped to the Depot.
The material json is generated by looking at the complete daisy chain of materials. Meaning every single dependency is reviewed and the top-most properties that REDengine sees are written to the material json file.
Morphtarget I/O is highly experimental, some assets are not handled correctly
WolvenKit can export morphtarget files from the game to glTF format, these morphtargets files are used to morph a base mesh that exists in the game. For example, the character that you create in the game with different types of nose, eyes, and mouth is formed using the shape keys that exists in the morphtarget files. You can use Import/Export Tool to export them to glb/glTF, any morph texture(s) existing in file will also export along in dds format.
This page is archived. Use a instead of following these steps.
The full depot extracts every asset available to us. It will use ~160GB of disk space, and in October 2023, it is not required for any single workflow.
If you want to extract it anyway, you need to use .
Run CMD.EXE
Change directory to WolvenKit.CLI
Run the following command to unbundle all assets. You can ignore any red failures and purple warning message. Just wait for 99% and press Ctrl+C
WolvenKit.CLI unbundle -p "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\archive\pc\content" -o "C:\Cyberpunk2077Mod\Depot"
Run the following command to uncook all normal map assets. You can ignore any red failures and purple warning message. Just wait for 99% and press Ctrl+C
WolvenKit.CLI uncook -p "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\archive\pc\content" -o "C:\Cyberpunk2077Mod\Depot" --uext png
Run the following command to uncook all mask assets. You can ignore any red failures and purple warning message. Just wait for 99% and press Ctrl+C
WolvenKit.CLI uncook -p "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\archive\pc\content" -o "C:\Cyberpunk2077Mod\Depot" --uext dds
Run the following command to delete all the failed uncook attempts. This commend will delete all the buffer files without prompting you and will recursively search in all subfolders for more buffer files that need to be deleted.
del /s /q C:\Cyberpunk2077Mod\Depo*.buffer
For further documentation, see the .
Transparency must be read from a png's alpha channel. If you don't know how to create one, see the guide about texture editing on .
Note that importing sounds this way is incompatible with any other mod modifying the sounds this way. You should prefer using !
Field | explanation |
---|
Click Finish. WolvenKit will now open the new project and proceed to the .
To learn more about the , please check the corresponding wiki page.
From the or the page, click the "Open Project" button
WolvenKit will now open the project and proceed to the
Folder name | Explanation |
---|
This directory contains game files in the REDengine format, which you can add via .
When you via Wolvenkit, the exports will be placed in a . Unless you import them again, they will not affect your mod's content. You can keep .blend and texture files here.
Any of its contents will be so that they extract directly into the Cyberpunk directory. For that reason, you (or Wolvenkit) should create the following subdirectories:
For more details on , see the yellow wiki
For example, if you want to do a custom recolour of the mod , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants
, or _ArchiveXL_Netrunner_00_Recolour
.
For full documentation of the and the , see the corresponding wiki pages.
From the click on the button. The will display a result to indicate packing was successful. All files within the archive directory of the will now be packed into archive format. The packed files can be found in the packed (.../modname/packed
) directory of the mod project.
create a meshName.Material.json
file for the
Generally for NPC heads, weapons, or vehicle meshes you can find the associated rig file similarly named to the mesh in the same or nearest directory. For other meshes such an NPC body, a more generic rig is used.
e.g. Johnny Silverhand is a man with average body proportion so his body uses the following rig:
base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig
If the wrong/incompatible rig is used, an error will be displayed within the .
The MultiMesh
export option is similar in functionality to , with the addition of support for multiple rigs and meshes. This option was implemented because some meshes use more than one rig.
e.g. Judy's mesh l1_001_wa_pants__judy uses the following rigs:base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig
base\characters\main_npc\judy\l1_001_wa_pants__judy_dangle_skeleton.rig
Where the dangle rig is used in addition to the base rig to animate Judy's belt.
Navigate to the MultiMesh Settings
and configure the export options for additional meshes and rigs. The functionality is identical to , so the same instructions should be followed.
We strongly recommend the , which will automate the following checks for you:
Will re-import the Material.json file that has been generated on export, overwriting any changes you have made in the meantime. If you've exported from Blender via , material changes may have been written back.
Anims: Imports over an animation file. Necessary for .
(experimental as of 8.9.1) See
(experimental as of 8.9.1)
Instead of importing directly over the target file, this option will pull the .mesh
file that you have picked in Select base mesh
(e.g. if you run into ).
(experimental as of 8.9.1) Will try importing Blender shapekeys as .
(experimental as of 8.9.1) See
(experimental as of 8.9.1)
Instead of importing over the target file's associated rig, this option will pull the .rig
file that you have picked in Select base rig
(e.g. if you run into ).
Having trouble modifying a mesh file? Keep in mind WolvenKit always uses an existing mesh file for each import. Once a mesh file is corrupted, all subsequent imports will be corrupted as well.
Meshes can be imported with the pre-installed Blender glTF add-on with the default glTF import options. To learn about importing models with the Cyberpunk Blender add-on for shader previews, visit the
For a detailed breakdown of each material, use the option for mesh exports.
WolvenKit supports importing and exporting REDengine material information in the form of a bespoke material json file.
The material json file is necessary for previewing meshes with the . The REDengine data written to json is interpreted by Python script to setup somewhat accurate representations of REDengine shaders.
We rely on the (a local file cache) which contains all material dependencies for any given mesh.
The REDengine values written into the material json file can be interpreted by the Blender Cyberpunk glTF importer to automatically set up shaders within Blender Cycles. .
Project name | The name of your mod. This will only be used internally, so name it what you lke. |
Creation location | The location where you keep your Wolvenkit projects. A subfolder with the project name will be created automatically. Do not put this in your game directory! |
Mod name | name of your .archive or redmod folder. This should be unique, as this will be used to generate your mod's structure, and it would be awkward to overwrite someone else's mod. Although special characters are supported, it's a good habit to avoid them. |
Author name | Optional — What it looks like - who made this? |
Optional — can people send you mails about your mod? |
Version | Optional — if you want to maintain versioning yourself |
source | This is where your mod's unbundled files are.
|
packed | Contains both the control files and the bundled archive files inside their folder hierarchy. You can copy this directly to your game directory (or have Wolvenkit do it for you via Install). This folder will be deleted and re-created every time you install or pack your mod. |
r6/scripts |
r6/tweaks |
|
script (.reds, )
tweaks (.yaml, )
CET (.lua, )