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FiveFury

FiveFury is a Python library for reading, writing, and packaging GTA V asset files: drawables, collisions, map metadata, animations, navigation data, texture dictionaries, text tables, audio containers, cutscenes, DLC metadata, and RPF archives.

It targets practical modding workflows — declarative high-level helpers for common authoring tasks, with access to the underlying binary and resource layers when you need them. Heavy operations (vertex packing, collision generation, hashing, crypto, resource layout, archive scanning) run in a bundled native extension.

Installation

pip install fivefury

Python 3.11+ is required.

The Assimp-backed import helpers (assimp_to_ydr, obj_to_ydr, fbx_to_ydr, obj_to_nav) additionally require the impasse package and a native assimp library reachable through the environment (usually via PATH).

Format support

Format Status Scope
YDR Full Drawables: models, LODs, materials, shaders, lights, embedded textures and bounds, skeletons, skinning
CDR Read PS3 drawables: materials, LODs, QB/EDGE geometry, compressed indices, skeletons and skinning
YDD Full Drawable dictionaries, creation from named drawables, ped-component rigging helpers
YBN Full Primitive, composite, geometry, and BVH bounds; collision generation from triangle meshes
YCD Full Clip dictionaries: skeletal, object, UV, camera, and root-motion tracks
YMAP Full Entities, car generators, occluders, timecycle modifiers, LOD/distant lights
YTYP Full Base/time/MLO archetypes, extensions, rooms, portals, entity sets
YMF Full Map manifests, IMAP/ITYP dependencies, generation from YMAP sets
YTD Full Texture dictionaries: read/write, extraction, embedded-asset helpers
YND Full Path nodes, links, area partitioning, junction heightmaps
YNV Full Navmeshes: sectors, polys, portals, validation, basic OBJ partitioning
heightmap.dat Full World-height grids, native quantization, row RLE, water masks, spatial queries
water.xml Full Water surfaces, triangle corners, calming regions, wave amplitude and direction
CUT Full Cutscenes, plus the readable .cuts script format for round-trip authoring
GXT2 Full Hashed text tables with binary read/write and text import/export
AWC Full Audio containers: PCM/WAV extraction, authoring from WAV/MP3/OGG/FLAC
RPF Full RPF7 archives: nested archives, folder/ZIP conversion, encrypted archive reading
DLC metadata Full setup2.xml, content.xml, dlclist.xml, title-update patch overlays
GTXD Full Parent texture dictionary metadata (XML and binary RBF)
YFT Partial Fragment read/write: drawables, physics LODs/groups/children, composite bounds
REL Partial Audio metadata banks; typed models for synths, curves, categories, and common sound graphs
YED Partial Expression dictionaries: inspection, spring editing, small dictionaries from scratch
YMT Partial META/PSO/RBF read/write with typed helpers for known roots; unknown payloads preserved
YPT Partial Embedded texture dictionary discovery/extraction only
YWR, YVR Indexed Detected by GameFileCache and RPF tooling; no dedicated parser yet
YFD, YPDB, MRF Not implemented

YDR and CDR expose the same format-neutral drawable interface for LODs, models, meshes, materials, parameters, textures, and shader metadata. Their binary layouts remain isolated: PC/Enhanced authoring stays in ydr, while PS3 resource pages, QB/EDGE geometry, and console shader additions stay in cdr.

Quick start

Create a YMAP and pack it into an RPF

from fivefury import Ymap, create_rpf

ymap = Ymap(name="example_map")
ymap.entity("prop_tree_pine_01", position=(100, 200, 0), lod_dist=150.0)
ymap.car_gen("sultan", (110, 205, 0), heading=90)
ymap.save("example_map.ymap", auto_extents=True)

archive = create_rpf("mods.rpf")
archive.add("stream/example_map.ymap", ymap)
archive.save("mods.rpf")

Build a drawable

from fivefury import 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"},
    name="example_drawable",
)
ydr.save("example_drawable.ydr")

Existing drawables can be read with read_ydr(...), then edited through update_material(...), add_embedded_texture(...), set_bound(...), skeleton and skinning helpers, and saved back. assimp_to_ydr(...) imports any mesh format Assimp can read.

Generate collision

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 as needed and gets BVH and octant data. The same bounds model backs standalone YBN files, embedded YDR collisions, and YFT physics — a drawable's render mesh can also be converted directly with ydr.ensure_bound_from_render_geometry().

Author water

from fivefury import WaterData, WaterQuad, WaterWaveQuad

water = WaterData()
water.add(
    WaterQuad.rectangle(
        center=(100.0, 200.0, 12.5),
        size=(80.0, 40.0),
        alpha=26,
        limited_depth=True,
    )
)
water.add(
    WaterWaveQuad.from_angle(
        bounds=(60, 180, 140, 220),
        amplitude=1.2,
        degrees=90.0,
    )
)
water.translate(x=500, y=-200, z=20.0).save("water.xml")

Author a world height map

from fivefury import HeightMap, HeightMapBounds

heightmap = HeightMap.empty(
    columns=10,
    rows=10,
    bounds=HeightMapBounds(0.0, 0.0, 0.0, 500.0, 500.0, 800.0),
)
heightmap.set_height(4, 6, minimum=32.0, maximum=78.0)
heightmap.set_water(4, 6)
heightmap.save("heightmap.dat")

Convert audio to AWC

from fivefury import convert_audio_to_awc

convert_audio_to_awc("music/song.flac", "stream/song.awc", channels=2)

Work with RPF archives

from fivefury import RpfArchive, RpfExportMode, 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)

with RpfArchive.from_path("packed_mod.rpf") as archive:
    archive.to_folder("out", mode=RpfExportMode.STANDALONE)

Encrypted standalone archives open directly; FiveFury initializes the bundled crypto context automatically. Export modes: STORED (raw bytes), STANDALONE (valid standalone files with RSC7 containers), LOGICAL (inner payloads).

Index a game installation

from fivefury import GameFileCache

cache = GameFileCache(r"C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V")
cache.scan_game(use_index_cache=True)

asset = cache.get_asset("prop_tree_pine_01", kind=".ydr")
cache.extract_asset(asset, "prop_tree_pine_01.ydr")
cache.extract_asset_textures("prop_tree_pine_01.ydr", "textures")

GameFileCache indexes loose files and archives, loads supported formats lazily, exposes typed lookups by name/hash/kind, resolves textures through YTD, GTXD parent chains, and embedded dictionaries, and can generate YMF manifests for custom maps. Scan scope is configurable (dlc_level, exclude_folders, load_audio, load_vehicles, load_peds).

Author DLC metadata

from fivefury import write_dlc_folder_metadata

write_dlc_folder_metadata("build/my_pack", pack_name="my_pack", order=60)

Scans the extracted DLC folder, infers common entries (nested .rpf, .ityp requests, audio data, text metadata), and writes setup2.xml and content.xml. DlcPatch builds update.rpf title-update overlays.

API conventions

High-level objects follow a consistent shape: add_* for collections, set_* for single assignments, build() to normalize derived state, and validate() to collect consistency issues before writing. Formats with stable game-side names expose typed enums (shaders, LODs, render masks, archetype asset types, bound materials, track formats).

License

FiveFury is released under the CC0-1.0 public domain dedication. See LICENSE.

Release notes live in CHANGELOG.md.

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