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 |
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.
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
characteris 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_bydocontains images of enemies from BydoLab, though the resolution is still somewhat low. -
Design/texture/gallery/img_gallerycontains 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.
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.