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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:

  • YDR read/write for drawable workflows, including materials, shaders, drawable models, embedded textures, embedded collisions, skeletons, skinning, rigid bone bindings, and lights
  • YDD read/write support for drawable dictionaries with multiple embedded drawables
  • YCD read/write support for clip dictionaries, animation metadata, UV animation bindings, object tracks, skeletal tracks, camera tracks, root motion, and facial samples
  • YBN read/write support for bounds, collision materials, geometry, BVH data, octants, and composite bounds
  • YND read/write support for path nodes, links, flags, area helpers, and automatic network partitioning
  • YNV read/write support for navmesh resources, typed poly/point/portal metadata, validation, and simple Assimp-based OBJ partitioning
  • YMAP read/write
  • YTYP read/write with typed archetype, MLO, portal, room, extension, and flag helpers
  • YTD read/write and texture extraction helpers
  • RPF7 OPEN archives and nested .rpf
  • ZIP -> RPF, RPF -> ZIP, and RPF -> folder
  • opening encrypted standalone .rpf files without preloading game keys
  • fast asset indexing with GameFileCache
  • texture extraction from YTD, GTXD parent chains and embedded dictionaries in YDR, YDD, YFT and YPT
  • shared RSC7, META, hashing, and binary helper layers used by the resource formats
  • optional native acceleration for heavier bounds and archive operations when the compiled extension is available

Installation

pip install fivefury

For local development from a checkout:

pip install -e .

Python 3.11+ is required.

Assimp-backed import helpers such as assimp_to_ydr(...), obj_to_ydr(...), fbx_to_ydr(...), and obj_to_nav(...) also require:

  • the Python package impasse
  • a working native assimp library discoverable by the current process

FiveFury does not currently probe common install locations on its own. The native library must already be reachable through the environment, usually via PATH.

API Style

The preferred high-level authoring style is now:

  • add_* for collections
  • set_* for single assignments or bindings
  • build() to normalize derived state before serialization
  • validate() to collect consistency issues

Enums are preferred where the game format has stable names: shaders, LODs, render masks, archetype asset types, bound material types, YND flags, YCD track formats, and skeleton flag-name mappings all expose typed values on the public API.

Some newer high-level helpers were renamed to match that convention. If you were using recent pre-release YDR helpers, notable renames are:

  • create_bone(...) -> add_bone(...)
  • embed_texture(...) -> add_embedded_texture(...)
  • unembed_texture(...) -> remove_embedded_texture(...)
  • use_bound(...) -> set_bound(...)
  • skin_model(...) -> set_model_skin(...)

Current Format Coverage

This is the practical coverage exposed by the high-level API:

  • YDR: read, edit, build, and write drawable resources with materials, shaders, samplers, numeric parameters, drawable models, LODs, render masks, lights, embedded textures, embedded bounds, skeletons, skinning, rigid bone bindings, shader inspection, and skeleton hash recalculation.
  • YDD: read and write drawable dictionaries, including creating a dictionary from named YDR drawables.
  • YCD: read and write clip dictionaries, preserve parsed metadata, rebuild sequence data, evaluate known track types, create UV clip bindings, and harden skeletal/object animation metadata before export.
  • YBN and bounds: read and write standalone collision resources, primitive bounds, composite bounds, geometry bounds, BVH bounds, octants, material names, material colors, and generated collision chunks from triangle meshes.
  • YND: read and write nav/path node resources, preserve node/link metadata, use typed flags/enums, compute area IDs from positions, and split a high-level node network into per-area YND resources.
  • YNV: read and write navmesh resources, preserve sector trees, use typed point and portal metadata, validate structural consistency, and generate basic per-cell navmeshes from Assimp geometry.
  • YMAP and YTYP: author entities, car generators, timecycle modifiers, occluders, archetypes, extensions, MLO structures, flags, and typed asset metadata.
  • YTD: read and write texture dictionaries, preserve resource texture payloads, and extract textures through cache and embedded-asset helpers.
  • RPF: create, read, extract, convert, and pack archives, including nested .rpf directories and standalone resource extraction.

Quick Start

Create a YMAP

from fivefury import Ymap

ymap = Ymap(name="example_map")

# Entities
ymap.entity("prop_tree_pine_01", position=(100, 200, 0), lod_dist=150.0)
ymap.entity("prop_bench_01a", position=(105, 200, 0), lod_dist=80.0)

# Car generators
ymap.car_gen("sultan", (110, 205, 0), heading=90)
ymap.car_gen("adder", (115, 205, 0), heading=90, body_colors=(5, 10), livery=2)

# Time cycle modifiers (center + size)
ymap.time_cycle_modifier("interior_dark", (100, 200, 5), (50, 50, 20), hours=(20, 6))

# Box occluders (position + size + angle in degrees)
ymap.box_occluder(position=(100, 200, 0), size=(10, 10, 10), angle=45)

# Occlude models
ymap.occlude_box((-5, -5, 0), (5, 5, 10))
ymap.occlude_quad([(0, 0, 0), (10, 0, 0), (10, 0, 10), (0, 0, 10)])

ymap.save("example_map.ymap", auto_extents=True)

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(len(ymap.car_generators))
print(ymap.flags, ymap.content_flags)

for cg in ymap.car_generators:
    print(cg.car_model, cg.heading, cg.body_colors)

Create a YTYP

from fivefury import Archetype, ArchetypeAssetType, ParticleEffectExtension, Ytyp

ytyp = Ytyp(name="example_types")

archetype = Archetype(
    name="prop_tree_pine_01",
    lod_dist=150.0,
    asset_type=ArchetypeAssetType.DRAWABLE,
    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 Ymap, create_rpf

ymap = Ymap(name="packed_map")
ymap.entity("prop_tree_pine_01", position=(0.0, 0.0, 0.0), lod_dist=120.0)

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 archive
  • STANDALONE: valid standalone files, including RSC7 containers for resources
  • LOGICAL: logical payloads with resource containers removed

YDR

Read and edit a YDR

from fivefury import BoundSphere, BoundType, TextureFormat, 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.add_embedded_texture(
    name="prop_example_d",
    data=bytes([255, 255, 255, 255] * 16),
    width=4,
    height=4,
    format=TextureFormat.A8R8G8B8,
)

ydr.set_bound(
    BoundSphere(
        bound_type=BoundType.SPHERE,
        box_min=(-0.5, -0.5, -0.5),
        box_max=(0.5, 0.5, 0.5),
        box_center=(0.0, 0.0, 0.0),
        sphere_center=(0.0, 0.0, 0.0),
        sphere_radius=0.75,
        margin=0.05,
    )
)

issues = ydr.validate()
print(issues)

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
  • embedded texture helpers through add_embedded_texture(...) and remove_embedded_texture(...)
  • embedded collision helpers through set_bound(...) and clear_bound()
  • skeleton helpers for bones, skinning, rigid bone bindings, and explicit skeleton hash recalculation
  • build() / validate() helpers for authoring flows

Skin a YDR model declaratively

from fivefury import read_ydr

ydr = read_ydr("weapon_example.ydr")

root = ydr.add_bone("root", tag=0)
child = ydr.add_bone("child", parent=root, tag=1)
ydr.ensure_skeleton().build()

ydr.set_model_skin(0, bone_index=0, palette_size=0xFF)
mesh = ydr.meshes[0]
mesh.set_skin(
    bone_ids=[root, child],
    weights=[
        (1.0, 0.0, 0.0, 0.0),
        (0.5, 0.5, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
    ],
    indices=[
        (0, 0, 0, 0),
        (0, 1, 0, 0),
        (1, 0, 0, 0),
    ],
)

print(ydr.validate())
ydr.save("weapon_example_out.ydr")

Write skeleton hashes for animated YDRs

Some animated YDRs, especially rigid object rigs where drawable models are bound to bones without vertex weights, need skeleton hash fields derived from bone tags, flags, and transforms. FiveFury preserves existing values by default for safe read/edit/write roundtrips. When authoring a skeleton from scratch, opt in explicitly:

from fivefury import YdrBoneFlags, YdrSkeleton, YdrSkeletonBinding, create_ydr

skeleton = YdrSkeleton.create()
root = skeleton.add_bone(
    "root",
    tag=0,
    flags=YdrBoneFlags.ROT_X | YdrBoneFlags.ROT_Y | YdrBoneFlags.ROT_Z,
)
skeleton.add_bone(
    "moving_part",
    parent=root,
    tag=1,
    flags=YdrBoneFlags.ROT_X | YdrBoneFlags.TRANS_Y,
    translation=(0.0, 0.25, 0.0),
)
skeleton.build()

build = create_ydr(
    meshes=[...],
    material_textures={"DiffuseSampler": "animated_prop_d"},
    skeleton=skeleton,
    skeleton_binding=YdrSkeletonBinding.rigid(bone_index=0),
    name="animated_prop",
)

# Recalculate only for this write. The in-memory skeleton is not mutated.
build.save("animated_prop.ydr", recalculate_skeleton_hashes=True)

If you want to store the values on the skeleton object before writing:

from fivefury import calculate_skeleton_unknown_hashes

hashes = calculate_skeleton_unknown_hashes(skeleton)
print(hashes)

skeleton.recalculate_unknown_hashes()
build.save("animated_prop.ydr")

The formal flag-name mapping used by the hash helper is exposed through YdrBoneFlagName and skeleton_bone_flag_names(...).

Create a simple YDR

from fivefury import YdrLight, 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)]],
        )
    ],
    material_textures={"DiffuseSampler": "example_diffuse"},
    lights=[YdrLight.point(position=(0.0, 0.0, 5.0), intensity=3.0)],
    name="example_drawable",
)

ydr.add_light(YdrLight.spot(
    position=(0.0, 2.0, 5.0),
    direction=(0.0, 0.0, -1.0),
    cone_outer_angle=0.6,
))

ydr.save("example_drawable.ydr")

Convert Assimp-supported meshes to YDR

from fivefury import assimp_to_ydr, obj_to_ydr

assimp_to_ydr(
    r"C:\mods\example.fbx",
    r"C:\mods\example.ydr",
    generate_ytyp=True,
)

obj_to_ydr(
    r"C:\mods\example.obj",
    r"C:\mods\example_obj.ydr",
)

assimp_to_ydr(...) is now the unified import path for any source format that Assimp can read. obj_to_ydr(...) and fbx_to_ydr(...) are thin wrappers over that same pipeline.

This can also emit a companion YTYP with lowercase naming and textureDictionary set to <model>_txd.

These helpers require impasse plus a native assimp library that is already discoverable by the current process.

Inspect and choose YDR shaders

from fivefury import YdrShader, print_ydr_shader_info, read_ydr

print_ydr_shader_info(YdrShader.NORMAL_SPEC_CUTOUT)

ydr = read_ydr("prop_example.ydr")
ydr.update_material(
    0,
    shader=YdrShader.NORMAL_SPEC_CUTOUT,
    textures={
        "DiffuseSampler": "prop_example_d",
        "BumpSampler": "prop_example_n",
        "SpecSampler": "prop_example_s",
    },
)
ydr.save("prop_example_cutout.ydr")

YdrShader is generated from the bundled shader definitions, so IDEs can autocomplete known .sps names. Shader info helpers expose render bucket, vertex layout, texture slots, and numeric parameters. If an authoring path provides SpecularSampler, FiveFury normalizes it to the drawable slot name SpecSampler.

Read and write a YDD

from fivefury import Ydd, read_ydd

ydd = read_ydd("uppr_001_u.ydd")

for entry in ydd.iter_drawables():
    drawable = entry.drawable
    print(entry.name, drawable.model_count, len(drawable.materials))

out = Ydd.from_drawables({ydd.drawables[0].name: ydd.drawables[0].drawable}, version=165)
out.save("single_drawable.ydd")

YBN and Bounds

Create primitive bounds

from fivefury import BoundBox, BoundMaterialType, Ybn

bound = BoundBox.from_center_size(
    center=(0.0, 0.0, 1.0),
    size=(4.0, 4.0, 2.0),
    material_index=BoundMaterialType.CONCRETE,
)

ybn = Ybn.from_bound(bound)
print(ybn.validate())
ybn.save("simple_collision.ybn")

Primitive helpers are available for BoundSphere, BoundBox, BoundDisc, BoundCylinder, and BoundCloth. Material indices accept BoundMaterialType enum values instead of requiring raw integers.

Build collision from triangles

from fivefury import BoundMaterial, BoundMaterialType, build_bound_from_triangles, save_ybn

triangles = [
    ((0.0, 0.0, 0.0), (4.0, 0.0, 0.0), (0.0, 4.0, 0.0)),
    ((4.0, 0.0, 0.0), (4.0, 4.0, 0.0), (0.0, 4.0, 0.0)),
]

bound = build_bound_from_triangles(
    triangles,
    material=BoundMaterial(type=BoundMaterialType.CONCRETE),
)
save_ybn(bound, "floor_collision.ybn")

Generated geometry is chunked when needed, gets BVH data, and includes octants for BoundGeometry children. The same bounds model is used by standalone YBN files and embedded YDR collisions.

YCD

Read and write 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)

ycd.build()
ycd.save("maude_mcs_1-0_roundtrip.ycd")

FiveFury preserves parsed clip and animation metadata, rebuilds sequence data through typed channels, and hardens known skeletal/object animation fields before export. UV clips use the runtime binding convention <object>_uv_<slot_index> and MetaHash(object) + slot_index + 1.

Create or inspect UV clip bindings

from fivefury import build_ycd_uv_clip_hash, build_ycd_uv_clip_name, create_ycd_uv_clip

clip_name = build_ycd_uv_clip_name("prop_sign", 0)
clip_hash = build_ycd_uv_clip_hash("prop_sign", 0)
clip = create_ycd_uv_clip(object_name="prop_sign", slot_index=0, start_time=0.0, end_time=1.0)

print(clip_name, clip_hash, clip.short_name)

YND

Build path nodes and partition by area

from fivefury import YndLink, YndNetwork, YndNode

node_a = YndNode(key="a", position=(0.0, 0.0, 0.0))
node_b = YndNode(key="b", position=(600.0, 0.0, 0.0))

node_a.links.append(YndLink(target_key="b"))
node_b.links.append(YndLink(target_key="a"))

for ynd in YndNetwork.from_nodes([node_a, node_b]).build_ynds():
    ynd.save(f"nodes_{ynd.area_id}.ynd")

YndNetwork computes each node's area_id from its world position, assigns local node IDs per area, and resolves links by target_key. Use Ynd.from_nodes(...) directly when you already know all nodes belong to one area.

YNV

Read and validate a YNV

from fivefury import read_ynv

ynv = read_ynv("navmesh[120][120].ynv")

print(ynv.area_id)
print(len(ynv.polys))
print(len(ynv.vertices))
print(ynv.validate())

YNV support currently includes:

  • typed YnvAdjacencyType, YnvPointType, and YnvPortalType
  • editable vertices, indices, edges, polys, portals, and sector_tree
  • build() to normalize derived fields such as points_start_id and content flags
  • validate() to catch invalid poly spans, portal-link spans, and sector metadata mismatches before writing

Split an OBJ into per-cell navmeshes

from fivefury import obj_to_nav

paths = obj_to_nav(
    "test.obj",
    "out_navmeshes",
)

print(len(paths))
print(paths[0].name)

obj_to_nav(...) is a simple Assimp-backed helper that:

  • reads geometry through the shared Assimp pipeline
  • clips triangles against GTA V navmesh cells
  • writes one YNV per touched cell
  • names outputs as navmesh[file_x][file_y].ynv

This is intentionally a basic geometry partitioner, not a full navgen pipeline. It does not yet generate advanced navigation semantics such as cover, climb/drop adjacencies, portals, or point placement.

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 DLCs
  • exclude_folders: ignore folders by prefix
  • load_audio: skip audio-related assets during scan
  • load_vehicles: skip vehicle-related assets during scan
  • load_peds: skip ped-related assets during scan
  • use_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 hash
  • read_bytes(...): get bytes directly
  • get_file(...): build a lazy GameFile wrapper
  • extract_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 YTD files
  • texture_dictionary references from YTYP archetypes
  • parent relationships from gtxd.meta
  • embedded texture dictionaries inside YDR, YDD, YFT and YPT
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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