Python library for GTA V asset workflows including YMAP, YTYP, RPF, YTD and GameFileCache utilities.
Project description
FiveFury
FiveFury is a Python library for GTA V asset workflows.
It provides practical support for:
YDRread/write for static drawable workflows, including materials, drawable models, and lightsYCDread support for clip dictionaries and animation metadataYMAPread/writeYTYPread/writeRPF7 OPENarchives and nested.rpfZIP -> RPF,RPF -> ZIP, andRPF -> folder- opening encrypted standalone
.rpffiles without preloading game keys - fast asset indexing with
GameFileCache - texture extraction from
YTD,GTXDparent chains and embedded dictionaries inYDR,YDD,YFTandYPT
Installation
pip install fivefury
For local development from a checkout:
pip install -e .
Python 3.11+ is required.
Quick Start
Create a YMAP
from fivefury import Entity, Ymap
ymap = Ymap(name="example_map")
ymap.add_entity(
Entity(
archetype_name="prop_tree_pine_01",
guid=1,
position=(0.0, 0.0, 0.0),
rotation=(0.0, 0.0, 0.0, 1.0),
lod_dist=150.0,
)
)
ymap.recalculate_extents()
ymap.recalculate_flags()
ymap.save("example_map.ymap")
If you want an internal resource path, set ymap.resource_name before saving.
Load a YMAP
from pathlib import Path
from fivefury import Ymap
ymap = Ymap.from_bytes(Path("example_map.ymap").read_bytes())
print(len(ymap.entities))
print(ymap.flags, ymap.content_flags)
Create a YTYP
from fivefury import Archetype, ParticleEffectExtension, Ytyp
ytyp = Ytyp(name="example_types")
archetype = Archetype(
name="prop_tree_pine_01",
lod_dist=150.0,
asset_type=0,
bb_min=(-1.5, -1.5, -0.5),
bb_max=(1.5, 1.5, 8.0),
bs_centre=(0.0, 0.0, 3.5),
bs_radius=5.0,
)
archetype.add_extension(
ParticleEffectExtension(
name="fx_tree",
fx_name="scr_wheel_burnout",
fx_type=2,
scale=0.8,
)
)
ytyp.add_archetype(archetype)
ytyp.save("example_types.ytyp")
Pack Assets into an RPF
from fivefury import Entity, Ymap, create_rpf
ymap = Ymap(name="packed_map")
ymap.add_entity(Entity(archetype_name="prop_tree_pine_01", position=(0.0, 0.0, 0.0), lod_dist=120.0))
ymap.recalculate_extents()
ymap.recalculate_flags()
archive = create_rpf("mods.rpf")
archive.add("stream/packed_map.ymap", ymap)
archive.add("docs/readme.txt", b"hello from fivefury")
archive.save("mods.rpf")
Convert between ZIP, RPF, and folders
from fivefury import RpfExportMode, rpf_to_folder, rpf_to_zip, zip_to_rpf
zip_to_rpf("unpacked_mod_folder", "packed_mod.rpf")
rpf_to_zip("packed_mod.rpf", "packed_mod.zip", mode=RpfExportMode.STANDALONE)
rpf_to_folder("packed_mod.rpf", "packed_mod", mode=RpfExportMode.STANDALONE)
Directories ending in .rpf are packed as nested archives.
Open an encrypted standalone RPF
from fivefury import RpfArchive
archive = RpfArchive.from_path(r"C:\mods\dlc.rpf")
print(len(archive.all_entries))
Encrypted standalone archives can be opened directly. FiveFury initializes the bundled GTA V crypto context automatically.
Export mode overview
from fivefury import RpfArchive, RpfExportMode
archive = RpfArchive.from_path("packed_mod.rpf")
archive.to_folder("out_standalone", mode=RpfExportMode.STANDALONE)
archive.to_folder("out_logical", mode=RpfExportMode.LOGICAL)
archive.to_zip("out_stored.zip", mode=RpfExportMode.STORED)
print(RpfExportMode.STANDALONE.description)
RpfExportMode controls what gets written:
STORED: raw entry bytes as stored in the archiveSTANDALONE: valid standalone files, includingRSC7containers for resourcesLOGICAL: logical payloads with resource containers removed
YDR
Read and edit a YDR
from fivefury import read_ydr
ydr = read_ydr("prop_example.ydr")
print(ydr.model_count)
print(len(ydr.lights))
print(ydr.materials[0].shader_name)
ydr.update_material(
0,
shader="spec.sps",
textures={
"DiffuseSampler": "prop_example_d",
"SpecSampler": "prop_example_s",
"BumpSampler": None,
},
parameters={
"specularIntensityMult": 2.0,
},
)
ydr.save("prop_example_out.ydr")
FiveFury exposes:
- global
ydr.materials - per-model views through
ydr.models - parsed
ydr.lights - editable material shaders, samplers, and numeric parameters
Create a simple YDR
from fivefury import YdrLight, YdrLightType, YdrMeshInput, create_ydr
ydr = create_ydr(
meshes=[
YdrMeshInput(
positions=[(0.0, 0.0, 0.0), (1.0, 0.0, 0.0), (0.0, 1.0, 0.0)],
indices=[0, 1, 2],
texcoords=[[(0.0, 0.0), (1.0, 0.0), (0.0, 1.0)]],
)
],
texture="example_diffuse",
lights=[
YdrLight(
position=(0.0, 0.0, 5.0),
intensity=3.0,
light_type=YdrLightType.POINT,
)
],
name="example_drawable",
)
ydr.save("example_drawable.ydr")
Convert OBJ to YDR
from fivefury import obj_to_ydr
obj_to_ydr(
r"C:\mods\example.obj",
r"C:\mods\example.ydr",
generate_ytyp=True,
)
This can also emit a companion YTYP with lowercase naming and textureDictionary set to <model>_txd.
YCD
Read a YCD clip dictionary
from fivefury import read_ycd
ycd = read_ycd("maude_mcs_1-0.ycd")
print(len(ycd.clips))
print(len(ycd.animations))
print(ycd.clips[0].short_name)
print(ycd.animations[0].duration)
GameFileCache
Scan a Game Installation
from fivefury import GameFileCache
cache = GameFileCache(
r"C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V",
scan_workers=8,
max_loaded_files=16,
)
cache.scan_game(use_index_cache=True)
print(cache.asset_count)
print(cache.stats_by_kind())
GameFileCache indexes loose files and archive contents, then loads supported formats lazily.
Control DLC and Scan Scope
from fivefury import GameFileCache
cache = GameFileCache(
r"C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V",
dlc_level="mpbattle",
exclude_folders="mods;scratch",
load_audio=False,
load_vehicles=True,
load_peds=True,
)
cache.scan_game(use_index_cache=True)
Useful scan options:
dlc_level: limit active DLCsexclude_folders: ignore folders by prefixload_audio: skip audio-related assets during scanload_vehicles: skip vehicle-related assets during scanload_peds: skip ped-related assets during scanuse_index_cache: reuse the persisted scan index for faster startup
Look Up Assets by Name and Type
asset = cache.get_asset("prop_tree_pine_01", kind=".ydr")
print(asset.path)
print(asset.short_name_hash)
You can iterate the cache directly:
for asset in cache:
print(asset.path, asset.kind)
Or iterate a specific kind:
for ydr in cache.iter_kind(".ydr"):
print(ydr.path)
Read and Extract Assets
from pathlib import Path
asset = cache.get_asset("prop_tree_pine_01", kind=".ydr")
data = cache.read_bytes(asset, logical=True)
out_path = cache.extract_asset(asset, Path("prop_tree_pine_01.ydr"))
print(len(data))
print(out_path)
Common access patterns:
get_asset(...): resolve one asset by path, name or hashread_bytes(...): get bytes directlyget_file(...): build a lazyGameFilewrapperextract_asset(...): write the asset to disk
Extraction defaults to standalone file output.
For resource assets such as YDR, YDD, YFT, YTD, YMAP and YTYP, this produces a valid standalone RSC7 file.
If you want the logical payload instead:
cache.extract_asset("prop_tree_pine_01", "prop_tree_pine_01_payload.ydr", logical=True)
Extract Textures for an Asset
GameFileCache can resolve textures from:
- direct
YTDfiles texture_dictionaryreferences fromYTYParchetypes- parent relationships from
gtxd.meta - embedded texture dictionaries inside
YDR,YDD,YFTandYPT
from pathlib import Path
paths = cache.extract_asset_textures(
"stt_prop_stunt_bowling_pin.yft",
Path("bowling_pin_textures"),
)
for path in paths:
print(path)
You can inspect the texture refs first:
for ref in cache.list_asset_textures("uppr_001_u.ydd"):
print(ref.origin, ref.container_name, ref.texture.name)
Type Dictionaries
GameFileCache exposes lazy type dictionaries keyed by shortNameHash.
from fivefury import jenk_hash
ydr = cache.YdrDict[jenk_hash("prop_tree_pine_01")]
ytd = cache.YtdDict[jenk_hash("vehshare")]
ybn = cache.YbnDict[jenk_hash("v_carshowroom")]
Available dictionaries include YdrDict, YddDict, YtdDict, YmapDict, YtypDict, YftDict, YbnDict, YcdDict, YptDict, YndDict, YnvDict, YedDict, YwrDict, YvrDict, RelDict and Gxt2Dict.
Archetype Lookup
GameFileCache also builds a lazy global archetype lookup from indexed YTYP files.
archetype = cache.get_archetype("prop_tree_pine_01")
print(archetype.name)
for archetype in cache.iter_archetypes():
print(archetype.name)
Global Hash Resolver
from fivefury import register_name, register_names_file, resolve_hash, jenk_hash
register_name("prop_tree_pine_01")
register_names_file("common_names.txt")
print(resolve_hash(jenk_hash("prop_tree_pine_01")))
The resolver is shared and optional. It is useful for display, lookups and tooling.
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