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Python library for reading and writing GTA RenderWare DFF, TXD, and IMG files

Project description

rwfury

Python library for reading and writing GTA RenderWare DFF (3D model), TXD (texture dictionary), and IMG (archive) files. Supports GTA III, Vice City, and San Andreas.

Features

  • DFF parsing with full plugin support: BinMesh, Skin, HAnim, 2dfx, Material Effects, Night Colors, Collision, Specular/Reflection materials
  • DFF writing back to binary (round-trip)
  • TXD parsing with DDS export and raw RGBA decoding
  • IMG archives: read/write v1 (GTA III/VC) and v2 (San Andreas), extract files, parse DFF/TXD directly from memory
  • Version-aware: handles RW 3.1 (GTA III) through 3.6 (San Andreas) struct differences automatically
  • GenericMesh: format-agnostic mesh representation with flat arrays and byte-packing helpers for easy porting to glTF, FBX, or any custom format
  • Zero external dependencies (pure Python, stdlib only)

Installation

pip install rwfury

Requires Python 3.10+. No external dependencies.

Quick start

Read files from an IMG archive

from rwfury import Img, Dff, Txd

# Open an IMG (auto-detects v1 or v2)
img = Img.from_file("gta3.img")

# List contents
print(f"{len(img.entries)} files")
for name in img.list_files()[:10]:
    print(f"  {name}")

# Find a file (case-insensitive)
entry = img.find("cop.dff")
print(f"{entry.name}: {entry.size} bytes")

# Parse DFF/TXD directly from IMG (no temp files)
dff = Dff.from_bytes(img.read("cop.dff"))
txd = Txd.from_bytes(img.read("cop.txd"))

# Extract files to disk
img.extract("cop.dff", "output/")       # single file
img.extract_all("output/")              # everything

Parse a DFF and extract meshes

from rwfury import Dff

dff = Dff.from_file("model.dff")

# High-level mesh extraction (grouped by material)
for entry in dff.get_meshes():
    print(entry["name"], entry["texture"])
    for mesh in entry["meshes"]:
        print(f"  {len(mesh.positions)} vertices, {len(mesh.indices)//3} triangles")
        print(f"  UV sets: {len(mesh.texcoords)}")

Format-agnostic export with GenericMesh

from rwfury import Dff

dff = Dff.from_file("model.dff")

for mesh in dff.to_generic_meshes():
    # Flat arrays ready for GPU upload or any format conversion
    pos_bytes = mesh.positions_as_bytes()      # float32 LE, 3 per vertex
    idx_bytes = mesh.indices_as_bytes("u16")   # uint16 LE (or "u32")
    uv_bytes  = mesh.texcoords_as_bytes(0)     # float32 LE, 2 per vertex
    norm_bytes = mesh.normals_as_bytes()       # float32 LE, 3 per vertex

    # Material info
    print(mesh.texture_name, mesh.diffuse_color)

    # 4x4 transform matrix (row-major, 16 floats)
    print(mesh.transform)

    # Skinning data (if present)
    if mesh.has_skinning:
        bi = mesh.bone_indices_as_bytes()   # uint8, 4 per vertex
        bw = mesh.bone_weights_as_bytes()   # float32, 4 per vertex

Extract textures from a TXD

from rwfury import Txd

txd = Txd.from_file("textures.txd")

# Export all textures as .dds files
txd.export_to_dds("output_folder/")

# Or get raw RGBA pixel data (for compression, processing, etc.)
for tex in txd.textures:
    rgba_mipmaps, has_alpha = tex.to_rgba()
    # rgba_mipmaps[0] = bytes, width * height * 4, R,G,B,A order
    print(f"{tex.name}: {tex.width}x{tex.height}, alpha={has_alpha}")

Write a modified DFF

from rwfury import Dff

dff = Dff.from_file("original.dff")

# Modify frames, geometry, materials, etc.
dff.frames[0].name = "renamed_frame"

# Write back to binary
dff.to_file("modified.dff")

Create a new IMG archive

from rwfury import Img

# Build a v2 IMG from files
files = {
    "model.dff": open("model.dff", "rb").read(),
    "texture.txd": open("texture.txd", "rb").read(),
}
Img.create_v2(files, "output.img")

Access low-level data

from rwfury import Dff

dff = Dff.from_file("model.dff")

# Frames (skeleton/hierarchy)
for frame in dff.frames:
    print(frame.name, frame.position, frame.parent)
    if frame.hanim:
        print(f"  HAnim: {len(frame.hanim.bones)} bones")

# Geometry details
for geom in dff.geometries:
    print(f"{len(geom.vertices)} verts, {len(geom.triangles)} tris")
    print(f"UV sets: {geom.num_uv_sets}, flags: 0x{geom.flags:04X}")

    # Plugins
    if geom.bin_mesh:
        print(f"BinMesh: {len(geom.bin_mesh.splits)} splits")
    if geom.skin:
        print(f"Skin: {geom.skin.num_bones} bones")
    if geom.night_colors:
        print(f"Night colors: {len(geom.night_colors)} vertices")
    if geom.effects_2dfx:
        print(f"2dfx: {len(geom.effects_2dfx)} effects")

    # Materials
    for mat in geom.materials:
        print(f"  {mat.texture_name} color={mat.color}")
        if mat.specular_texture:
            print(f"    specular: {mat.specular_texture} level={mat.specular_level}")
        if mat.reflection:
            print(f"    reflection: intensity={mat.reflection['intensity']}")

# Collision data
if dff.collision:
    print(f"Embedded collision: {len(dff.collision.raw)} bytes")

API reference

Core classes

Class Description
Dff DFF parser/writer. from_file(path), from_bytes(data), to_file(path), get_meshes(), to_generic_meshes()
Txd TXD parser. from_file(path), from_bytes(data), export_to_dds(folder)
TxdTexture Single texture entry. to_rgba() decodes any format to raw RGBA bytes
Img IMG archive. from_file(path), read(name), find(name), extract(), extract_all(), create_v2()
ImgEntry Archive entry with name, offset, size
GenericMesh Flat-array mesh with *_as_bytes() helpers for format-agnostic export

DFF data classes

Class Description
DffGeometry Vertices, normals, triangles, texcoords, vertex colors, materials, and plugins
DffMaterial Color, texture name, ambient/diffuse/specular, material effects, specular/reflection extensions
DffFrame Name, position, rotation matrix, parent index, HAnim skeleton data
DffAtomic Links a frame to a geometry
MorphTarget Per-morph-target vertices and normals with bounding sphere
BinMeshPLG Triangle strip/list splits by material
SkinPLG Bone indices, weights, and inverse bind matrices per vertex
HAnimPLG Skeleton hierarchy with bone IDs and flags
Effect2dfxEntry 2dfx effect (lights, particles, etc.) with position and typed data
CollisionData Raw embedded COL data blob

GenericMesh properties and methods

Member Description
vertex_count, triangle_count Derived from flat array lengths
has_normals, has_colors, has_skinning Quick checks for optional data
uv_set_count Number of UV coordinate sets
positions_as_bytes() Packed float32 LE (12 bytes/vertex)
normals_as_bytes() Packed float32 LE (12 bytes/vertex)
texcoords_as_bytes(uv_set) Packed float32 LE (8 bytes/vertex)
colors_as_bytes() Packed uint8 RGBA (4 bytes/vertex)
indices_as_bytes(fmt) "u16" or "u32" packed indices
bone_indices_as_bytes() Packed uint8 (4 bytes/vertex)
bone_weights_as_bytes() Packed float32 LE (16 bytes/vertex)

Supported formats

Game RW Version DFF TXD IMG
GTA III 3.1 - 3.3 Read/Write Read + DDS export v1 (Read/Write)
GTA Vice City 3.4 - 3.5 Read/Write Read + DDS export v1 (Read/Write)
GTA San Andreas 3.6 Read/Write Read + DDS export v2 (Read/Write)

TXD supports D3D8/D3D9 platform textures: PAL4, PAL8, 16-bit (R5G6B5, A1R5G5B5, A4R4G4B4), 32-bit (A8R8G8B8, X8R8G8B8), and DXT1/DXT3/DXT5 compressed.

IMG v1 uses separate .dir + .img files. IMG v2 uses a single .img file with VER2 header.

License

MIT

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