Python library for GTA V asset workflows including YMAP, YTYP, RPF, YTD and GameFileCache utilities.
Project description
FiveFury
FiveFury is a Python library for authoring, reading, writing, indexing, and packaging GTA V asset files.
It focuses on practical modding workflows: building drawable assets, collision resources, map metadata, animation dictionaries, nav data, texture dictionaries, text tables, and RPF archives from Python without forcing every user to work directly with binary layouts.
Highlights
- Read, edit, build, and write core GTA V formats such as
YDR,YDD,YBN,YCD,YMAP,YTYP,YTD,YND,YNV,CUT,GXT2,AWC,REL, andRPF. - Use declarative high-level helpers for common authoring tasks while still keeping access to lower-level binary/resource details.
- Index game installs, loose folders, and archives with
GameFileCache, including typed lookups by asset name, hash, and format. - Extract texture dictionaries from
YTD,GTXDparent chains, and embedded dictionaries in resource assets. - Share common
RSC7,META, hashing, material, bounds, resource, and archive layers across formats. - Use 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
assimplibrary 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.
Format Support
Support levels:
| Status | Meaning |
|---|---|
| Full | Has practical read/write support and public high-level helpers for normal workflows. |
| Partial | Recognized or parsed enough for selected workflows, but not complete authoring support. |
| Indexed | Detected by GameFileCache and RPF tooling, but no dedicated high-level parser/writer yet. |
| Not implemented | Known GTA V format, but FiveFury does not currently expose dedicated support. |
Full Support
| Format | Scope |
|---|---|
YDR |
Drawable resources: 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 |
Drawable dictionaries with multiple embedded drawables and high-level creation from named YDR drawables. |
YBN |
Bounds/collisions: primitive bounds, composite bounds, geometry bounds, BVH bounds, octants, material names, material colors, and generated collision chunks from triangle meshes. |
YCD |
Clip dictionaries: parsed metadata, sequence rebuilds, known track types, UV clip bindings, object animation metadata, skeletal tracks, root motion, camera tracks, and facial samples. |
YMAP |
Map metadata: entities, car generators, timecycle modifiers, occluders, content flags, entity flags, LOD lights, distant lights, and typed metadata. |
YTYP |
Archetypes: base/time/MLO archetypes, extensions, rooms, portals, entity sets, typed asset metadata, flags, LOD distances, physics dictionaries, and cutscene prop helpers. |
YTD |
Texture dictionaries: read/write, resource texture payload preservation, cache extraction, and embedded-asset helpers. |
YND |
Path node resources: nodes, links, typed flags/enums, area helpers, automatic area ID calculation, and network partitioning. |
YNV |
Navmesh resources: sectors, polys, points, portals, typed metadata, validation, and basic Assimp/OBJ partitioning. |
CUT |
Cutscene files: cameras, tracks, events, props, peds, vehicles, lights, high-level scene conversion, .cuts script authoring, and .cut to .cuts export. |
GXT2 |
Hashed UTF-8 text tables with binary read/write, CodeWalker-style text import/export, mapping-style helpers, and GameFileCache loading. |
| DLC metadata | Declarative setup2.xml, content.xml, dlclist.xml, and extratitleupdatedata.meta authoring, including content change sets, DLC pack RPF creation, and dlc_patch overlays. |
RPF |
RPF7 OPEN archives, nested .rpf, folder/ZIP conversion, extraction modes, and encrypted standalone RPF opening when keys are available. |
Partial Or Indexed Support
| Format | Current behavior |
|---|---|
YFT |
Resource texture dictionaries can be discovered/extracted from fragments, but full fragment authoring is not implemented. |
YPT |
Resource texture dictionaries can be discovered/extracted from particle dictionaries, but full particle authoring is not implemented. |
AWC |
Audio wave containers can be read/written structurally, opened through GameFileCache, exported back to WAV for PCM/ADPCM streams, and built from mono or multichannel 16-bit PCM inputs decoded through miniaudio (.wav, .mp3, .ogg, .flac). Playback metadata lives in .rel banks. |
REL |
Audio metadata banks can be read/written structurally, opened through GameFileCache, and round-tripped with unknown entries preserved. dat10.rel modular synth presets/synths, dat16.rel curves, dat22.rel categories, and common dat54.rel sound graph entries have typed models, including simple AWC-backed sounds, wrappers, sequential/multitrack/streaming child lists, randomized variations, modular synth sounds, automation/MIDI sounds, note maps, variable-curve and conditional routing, directional/kinetic routing, variable blocks, math operations, parameter transforms, fluctuators, external streams, sound sets, sound-set lists, and sound-hash lists. Other REL item families currently stay as raw entries. |
YMF, YMT, YWR, YVR, YED |
Recognized/indexed by GameFileCache and RPF tooling, but no complete dedicated high-level reader/writer is exposed. |
GTXD metadata |
Used by cache texture lookup and parent-chain resolution, but it is not a standalone binary asset format like .gxt2. |
Not Implemented Yet
| Format family | Notes |
|---|---|
YLD, YFD, YPDB, MRF |
Known game file types, currently no dedicated high-level support. |
| Heightmap and watermap resources | Recognized as game concepts, but no complete public reader/writer yet. |
| Vehicle/ped audio REL specializations | REL files can be loaded structurally, but specialized semantic authoring beyond the initial synth/curve/category/sound subset is not currently exposed. |
Audio AWC Conversion
fivefury.awc can decode common desktop audio formats through miniaudio and write PCM .awc files. Mono input is written as a normal single-channel AWC; stereo or multichannel input is written as a real multichannel AWC with a STREAM_FORMAT source stream and logical channel streams.
from fivefury import Awc, convert_audio_to_awc
# Direct file-to-file conversion. The stream name defaults to the source stem.
convert_audio_to_awc("music/stinger.mp3", "stream/stinger.awc")
# Force stereo output if the source is mono or has more channels than you need.
convert_audio_to_awc("music/song.flac", "stream/song.awc", channels=2)
# In-memory authoring when you also need to inspect or post-process the AWC.
awc = Awc.from_audio("radio_intro", "audio/radio_intro.ogg")
awc.save("stream/radio_intro.awc")
The converter currently normalizes input to signed 16-bit PCM and preserves the source channel count unless channels= is provided. Use .rel metadata to expose the resulting .awc stream as a playable sound, radio entry, cutscene audio, or other game audio object.
CutScript Conversion
.cuts is FiveFury's readable cutscene authoring format. It can compile back to .cut, and existing .cut files can be exported to .cuts for inspection or editing.
from fivefury import GameFileCache, save_cut_as_cutscript, save_cutscript
# Export a binary cutscene to a readable script.
save_cut_as_cutscript("stream/sample.cut", "stream/sample.cuts")
# Optional: resolve more hashes by scanning a game/resource folder first.
cache = GameFileCache("stream")
cache.scan()
cache.populate_resolver()
save_cut_as_cutscript("stream/sample.cut", "stream/sample_resolved.cuts")
# Compile the script back to a binary .cut.
save_cutscript("stream/sample.cuts", destination="stream/sample_from_script.cut")
The exporter resolves known hashes through HashResolver and automatically registers sibling filenames when the source is a path. Unknown hashes stay as safe 0x???????? tokens. It also preserves cutscene flags, camera quaternions, and high-level streamed-model metadata such as CNAME, ANIM_BASE, ANIM_STREAMING_BASE, animation export specs, and typeFile/YTYP.
CutScript distinguishes static and animated cutscene props:
STATIC_PROP stage:
MODEL stage01
YTYP sample_meta
ANIMATED_PROP miku:
MODEL miku_hatsune_metal
YTYP sample_meta
CNAME mmd_model_001
ANIM_BASE miku_hatsune_metal
PRESET COMMON_PROP
MODEL is the streamed .ydr asset. CNAME is the logical cutscene/YCD binding name; it may match MODEL, but only when the YCD was authored with the same object name.
API Style
The preferred high-level authoring style is now:
add_*for collectionsset_*for single assignments or bindingsbuild()to normalize derived state before serializationvalidate()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(...)
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")
Infer DLC Metadata from a Folder
from fivefury import write_dlc_folder_metadata
# The folder is the extracted root that will become dlc.rpf.
metadata = write_dlc_folder_metadata(
"build/my_pack",
pack_name="my_pack",
order=60,
)
print(metadata.setup.device_name)
print(len(metadata.content.data_files))
The helper scans the folder, ignores dot-prefixed folders, infers common DLC entries such as nested .rpf files, .ityp requests, audio .dat files, overlayinfo.xml, interiorProxies.meta, dlctext.meta, and gtxd.meta, then writes setup2.xml and content.xml.
content.xml is the retail GTA V name. If a toolchain needs a different metadata filename, pass dat_file="context.xml"; setup2.xml will point to that file.
write_dlc_folder_metadata("build/my_pack", dat_file="context.xml")
Create a DLC Patch Overlay
from fivefury import DlcContentGroup, DlcPatch
patch = DlcPatch("my_pack")
patch.content.rpf("dlc_my_pack:/x64/levels/gta5/LODLights.rpf", map_data=True)
patch.change_set("MY_PACK_PATCH_MAP", group=DlcContentGroup.MAP)
patch.save_update_rpf("update.rpf")
DlcPatch writes update:/dlc_patch/<pack>/setup2.xml, content.xml, patch payloads, and a matching common/data/extratitleupdatedata.meta mount entry. The patch mount uses the original DLC deviceName, matching the title-update overlay behavior used by the game.
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 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(...)andremove_embedded_texture(...) - embedded collision helpers through
set_bound(...)andclear_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, andYnvPortalType - editable
vertices,indices,edges,polys,portals, andsector_tree build()to normalize derived fields such aspoints_start_idand content flagsvalidate()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
YNVper 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 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, Gxt2Dict, and AwcDict.
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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