EDGEMODDERS / ANYONE CAN MOD
Wiki / REDcode

Export and import

Some changes need another tool: you repaint a texture in an image editor, or reshape a mesh in Blender. Export to Raw turns a game file into a format those tools open. Import from Raw turns it back into the game’s format, ready to pack. WolvenKit’s own exporter and importer do the converting, through REDbridge, with the same results as in WolvenKit.

The round trip

  1. Add the game file to your project (see Game Assets). It’s under Archive in the Project view.
  2. Hover over it and press Export to Raw, or right-click it. The converted file appears under Raw, at the same path.
  3. Edit the file under Raw in your other tool and save it.
  4. Hover over the file under Raw and press Import from Raw. REDcode rebuilds the game file under Archive from it.
  5. Pack and try it in the game.

Export and Import only show on files that can be converted. Both work on a folder too.

Screenshot comingExport and import buttons
The Project view with a texture under Archive showing the Export to Raw hover button, and its exported PNG under Raw showing the Import from Raw button.

What converts

Game file Exports to Imports back?
Texture (.xbm) An image: PNG by default, or TGA, DDS, BMP, JPG or TIFF (redcode.export.textureFormat) Yes
Mesh (.mesh) glTF: one .glb file by default, or .gltf with a .bin beside it (redcode.export.meshFormat). Its materials and their textures come along (redcode.export.meshMaterials) Yes
Voice line or other sound (.wem) Ogg No. WolvenKit’s library can’t import sounds yet, so Import doesn’t offer it
Masks, morph targets, animations, fonts, CSV and a few more The format WolvenKit uses for each Where WolvenKit can

Files with no such format, such as entities and appearances, aren’t exported: edit them in the CR2W editor or as JSON instead.

Settings are kept on import

A texture has settings an image file can’t hold: its compression, its format, flags that tell the game how to stream it. A mesh has its materials. With redcode.import.keepSettings on (the default), the file you import keeps the settings of the file it replaces. This is WolvenKit’s “use existing file” option. REDcode also keeps every texture flag, which WolvenKit’s library on its own doesn’t.

Turn the setting off only if you want WolvenKit’s defaults instead.

Exporting and importing folders

  • Export on a folder asks first, with the number of files, then exports each one it can.
  • Import on a folder takes only re-imports: raw files whose game file is already under Archive, and the newest raw file for each.

That second rule matters for meshes. A mesh export writes its material textures into Raw too. Without the rule, a folder import would turn them all into new textures in your mod, which would replace the game’s. To import one of those textures on purpose, import that file on its own.

After an import

A file that’s open in the CR2W editor reloads by itself. If it had unsaved edits, REDcode warns you instead: revert the file (File, Revert File) to see the import, or save to keep your edits over it.

For assistants

redcode-mcp has project_export and project_import, so an assistant can do the same, for example exporting every texture in a folder for you. See Assistants and MCP.

Last reviewed 2026-10-16. Something wrong or missing? Tell us on Discord or open an issue.