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

Project description

rwfury

Python library for reading and writing GTA RenderWare DFF (3D model), TXD (texture dictionary), IMG (archive), COL (collision), and GTA SA nodes.dat* path 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)
  • DFF real-time lights: read/write RenderWare RW_LIGHT chunks attached to frames
  • 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
  • COL parsing/writing for standalone collision files: COL1, COL2, and COL3, including spheres, boxes, face groups, and shadow meshes
  • Named collision materials via ColMaterial enum for readable COL surface IDs
  • GTA SA path files: read/write nodes*.dat vehicle/ped graph nodes, navi nodes, links, navi links, link lengths, and intersection flags
  • 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
  • BinMesh-aware generic export: to_generic_meshes() preserves material splits from BinMesh, including triangle strips
  • 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

Read and write a COL collision file

from rwfury import Col, ColMaterial

col = Col.from_file("model.col")

for model in col.models:
    print(model.name, model.version)
    print(f"{len(model.spheres)} spheres, {len(model.boxes)} boxes")
    print(f"{len(model.vertices)} verts, {len(model.faces)} faces")

    if model.faces:
        face = model.faces[0]
        print(face.material, ColMaterial(face.material).label)

col.to_file("roundtrip.col")

Parse embedded collision from a DFF

from rwfury import Dff

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

if dff.collision:
    col_model = dff.collision.parse()
    if col_model:
        print(col_model.name, len(col_model.faces))

Read and write GTA SA path nodes

from rwfury import SaPaths, PathNodeFlag, PathTrafficLevel

paths = SaPaths.from_file("nodes5.dat")
print(paths.area_id, paths.node_count, paths.link_count)
print(SaPaths.area_origin(paths.area_id))

for node in paths.vehicle_nodes[:10]:
    print(node.node_id, node.position, node.link_count, node.traffic_level)
    for link in paths.links_for_node(node):
        print(" ->", link.link.area_id, link.link.node_id, "length", link.length)

# Bitfield helpers keep the raw flags editable without manual masks.
node = paths.vehicle_nodes[0]
node.traffic_level = PathTrafficLevel.LOW
node.flags |= PathNodeFlag.PARKING
node.spawn_probability = 10

paths.to_file("nodes5_roundtrip.dat")

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")
    parsed = dff.collision.parse()
    if parsed:
        print(f"  Parsed COL model: {parsed.name}")

# RenderWare real-time lights, distinct from Rockstar 2dfx light effects
for light, frame in dff.iter_lights_with_frames():
    frame_name = frame.name if frame else ""
    print(frame_name, light.type_name, light.radius, light.color)
    print(light.flags_enum, light.affects_scene, light.affects_world)
    print(f"spot angle: {light.spot_angle_degrees:.1f} degrees")

# Or use high-level dictionaries.
for entry in dff.get_lights():
    print(entry["frame_name"], entry["type"], entry["color"])

Create RenderWare DFF lights

from rwfury import Dff, DffFrame, DffLightFlags

dff = Dff()
dff.frames.append(DffFrame(name="lamp"))

dff.add_point_light(
    frame_index=0,
    radius=20.0,
    color=(1.0, 0.85, 0.55),
    flags=DffLightFlags.SCENE,
)
dff.add_spot_light(
    frame_index=0,
    radius=35.0,
    angle_degrees=45.0,
    soft=True,
)

API reference

Core classes

Class Description
Dff DFF parser/writer. from_file(path), from_bytes(data), to_file(path), get_meshes(), to_generic_meshes(), get_lights(), add_*_light()
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
Col COL parser/writer. from_file(path), from_bytes(data), to_file(path), to_bytes()
ColModel One collision model with bounds, primitives, mesh, face groups, and optional shadow mesh
ColMaterial Named IntEnum for COL surface material IDs
SaPaths / SaPathFile GTA SA nodes*.dat parser/writer with section-aware helpers
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
DffLight RenderWare real-time light with frame index, radius, RGB color, spotlight angle helpers, flags, and type
DffLightType Named RenderWare light types: directional, ambient, point, spot, spot soft
DffLightFlags Named RenderWare light flags: scene/world scope
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

COL data classes

Class Description
ColBounds Bounding sphere + AABB data
ColSurface Collision surface properties: material, flag, brightness, light
ColSphere Collision sphere primitive
ColBox Collision box primitive
ColFace Collision triangle face with material/light
ColFaceGroup Spatial grouping metadata for COL2/3

GTA SA path data classes

Class Description
SaPathFile / SaPaths One nodes*.dat file with vehicle nodes, ped nodes, navi nodes, links, filler, link lengths, and intersection flags
PathNode Section 1 graph node with scaled XYZ position and helpers for link count, traffic level, spawn probability, and behavior flags
NaviNode Section 2 vehicle navi node with scaled XY position, normalized direction, lane counts, traffic light behavior, and train crossing flag
PathLink Section 3 adjacent path node reference
NaviLink Section 5 packed navi node reference with 6-bit area and 10-bit node ID helpers
PathLinkRecord Combined high-level view of one link across sections 3, 5, 6, and 7
PathNodeFlag Named path node behavior flags such as boats, emergency-only, highway, parking, and road blocks
PathTrafficLevel Named traffic levels: full, high, medium, low
PathIntersectionFlag Section 7 road-cross and pedestrian-traffic-light flags

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 COL Paths
GTA III 3.1 - 3.3 Read/Write Read + DDS export v1 (Read/Write) COL1 (Read/Write) -
GTA Vice City 3.4 - 3.5 Read/Write Read + DDS export v1 (Read/Write) COL1 (Read/Write) -
GTA San Andreas 3.6 Read/Write Read + DDS export v2 (Read/Write) COL2/COL3 (Read/Write) nodes*.dat (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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