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Resource File Directory

When you load all the pak files in the game using FModel or similar Pak extractors, you'll first see two folders: Engine and RTypeFinal2. The Engine folder only contains resources that come with Unreal Engine, while RTypeFinal2 is where the game content is stored. Expanding this folder, you will find the following three subfolders:

Folder Name Description
Config Folder containing game configuration files
Content Folder containing the main game content
Plugins Folder containing DLC and additional level content

Config Folder

Just like in Unreal Engine projects, there are three main configuration files: DefaultEngine, DefaultGame, and DefaultInput. For some reason, each configuration file has several variants, but the variants of DefaultGame and DefaultInput don’t seem to differ much. The true variant of DefaultEngine has not been determined yet.

It’s worth noting that DefaultGame defines the starting level for each route. You can modify these definitions to make the game start from different levels, which is useful for custom levels.

These configuration files can be dynamically modified in UE4SS debugging tools, but note that they are not instances.

Content Folder

This is the main resource folder for the game. The folders here serve the following purposes. The bolded rows indicate folders that are especially important for data mining and mod development.

Folder Name Description
Animations Poses for the pilot on the personal profile page
character Almost all 3D models, bones, animations, and materials
Credit Credits for the developers
Data Other important encrypted data from BydoLab
Debug Developer debug content, including level lists and debug UI
Demo Cutscenes during takeoff (real-time rendered)
Design UI and textures used in UI, many high-resolution artworks
Developers Developer content, including three test enemy levels
DynamicVolumetricSky Likely an external library related to the sky
Enemy Definitions and parameters for enemies
Fade Likely related to fade-in and fade-out effects
FX Special effects related meshes, materials, and Niagara particles
item Five types of in-game items
Level Levels and museum maps
Localization Possibly deprecated localization content
map Models, materials, and textures for map objects
Movies Possibly deprecated animations
MoviesPak Opening animations (video)
MWRedwoodForest Likely an external library
Object Objects that can be placed on the personal profile page
PadShakes Likely related to controller vibration effects
plan Part of blueprint function library
Player Definitions for planes, weapons, forces, etc.
Sound Audio files and CUE
System Core blueprint function libraries
Text Localized content in various languages
Vibrations Unknown
Waterline Unknown
WaterMaterials Likely materials related to water surfaces
WaterVolume Unknown

Here are some folders worth checking out for beginners:

  • Each folder in character is worth exploring. It contains the majority of the 3D models for the player, enemies, and warships. You can even find models of the three Bydo warships from R-Type Tactics. Occasionally, you may even find unreleased content.

  • Design/texture/Bydolabo/img_bydo contains images of enemies from BydoLab, though the resolution is still somewhat low.

  • Design/texture/gallery/img_gallery contains high-resolution versions of all images from the Gallery, perfect for exporting as wallpapers.

  • In Enemy, you can find detailed parameters for each enemy, such as health, attack speed, etc.

Plugins Folder

Some folders in Plugins only contain placeholder files marking that a plugin is installed, while others contain their own Content folder, which is structured similarly to the Content folder mentioned above, storing resources for DLC and additional levels.

Note that for the X route, only the map is stored in Plugins, while the enemy models and definitions remain in the Content folder. For other routes, while the enemy models are stored in Plugins, the enemy parameters and definitions are still in the Enemy folder inside the Content folder.