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FourFury

FourFury is a Python library for reading, inspecting, extracting, and editing Grand Theft Auto IV data files. It provides typed APIs for the game's archives, world placements, collision resources, drawables, textures, navigation graphs, animation dictionaries, and related metadata.

[!IMPORTANT] FourFury is under active development. Read support is broader than write support, and some resource types intentionally permit only fixed-size edits.

Format support

Format Read Write Notes
RPF2 Yes Yes Search, extraction, creation, and unencrypted output
RPF3 Yes No Audio archives with hash-only member identities
RAGE AUD Yes No Extensionless banks and streams, typed codecs, metadata, PCM/IMA decoding, WAV export, and raw Vorbis access
IMG3 Yes Yes Search, extraction, creation, and resource padding handling
CUT Yes Lossless text Cutscene clocks, scene and asset resolution, flags, models, effects, variations, attachments, and preserved IMG padding
carcols.dat Yes Lossless source Vehicle colors, scanner descriptors, and 3/4-channel model combinations
GXT Yes Yes GTA IV text databases, named and flat layouts, hash lookup, 8/16-bit text, and cache integration
IDE Yes Yes Lossless definitions with typed archetypes, MLO topology, and model-bound 2DFX lights
IPL Yes Yes Lossless sectioned text with typed GTA IV OCCL boxes
gta.dat Yes Yes Lossless level manifests, typed directives, device paths, and multi-path entries
images.txt Yes Yes Ordered archive lists with explicit placement-sidecar modes
water.dat Yes Yes Lossless water triangles and quads, runtime flags, geometry queries, and neutral mesh export
WPL Yes Yes Placements, MLO and IDE-light resolution, explicit LOD hierarchies, world portals, and instance flags
GTXD Yes Yes Texture-parent chains and cycle detection
NOD Yes Yes Navigation nodes, links, costs, and topology validation
WNV Yes Limited Navigation meshes, portals, edges, cover points, and quadtrees
WBN Yes Limited Collision bounds and fixed-size edits
WBD Yes Limited Collision dictionaries and fixed-size edits
TUNE Yes Lossless text Fragment physics source configuration
WAD Yes No Animation dictionaries, tracks, chunks, and decoded channels
WBS Yes No Facial blend shapes, sparse vertex deltas, and same-container WDD/WDR bindings
WDD Yes No Hash-addressed drawable dictionaries and neutral model projection
WDR Yes No Drawables plus neutral model projection
WFT Yes No Fragment drawables, physics hierarchy, embedded lights, collision bounds, neutral projection, and IDE light binding
WTD Yes No Texture dictionaries and DDS export

See DOCUMENTATION.md for examples, field behavior, writer constraints, and current limitations.

Installation

FourFury requires Python 3.11 or newer. Install the latest release from PyPI:

python -m pip install fourfury

For an editable installation:

git clone https://github.com/Hancapo/fourfury.git
cd fourfury
python -m pip install -e .

Quick start

Open an archive and read one of its entries:

from pathlib import Path

from fourfury import RpfArchive

game = Path(r"D:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV\GTAIV")

with RpfArchive.from_path(game / "pc/data/game.rpf") as archive:
    entry = archive.find_entry("data/taskparams.txt")
    if entry is not None:
        print(entry.read().decode("utf-8"))

Index an entire installation when assets may live in different archives:

from fourfury import GameFileCache, GameFileType

with GameFileCache(game) as cache:
    cache.scan()
    asset = cache.require_asset("bm_nylamp1", kind=GameFileType.WFT)
    fragment = cache.load(asset)

Episode installations can be scanned as effective base-game overlays:

from fourfury import GameEpisode

with GameFileCache.for_episode(game, GameEpisode.THE_LOST_AND_DAMNED) as cache:
    cache.scan()
    city = cache.map_structure
    print(city.summary())
    print(city.delta.changed_paths)

Documentation

The complete documentation covers every supported format, resource APIs, neutral WDR models, editing constraints, and known limitations.

Release notes live in CHANGELOG.md.

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