A fast, safe, and cross-platform command-line tool for working with RAGE Package Files (RPF), written in Rust.
It reads GTA V's RPF7 archives (including the encrypted retail ones, given your own game install), finds files across nested archives without extracting them, pulls textures out as ordinary images, and renders models to pictures from the terminal — no CodeWalker, no GPU.
Currently, this tool is a work in progress and only supports RPF7 archives (GTA V).
Drop a star if you've found this tool useful.
Prebuilt Windows and Linux binaries are attached to every release. Or build from source:
cargo install --git https://github.com/VIRUXE/rpf-cliAlready installed? rpf update install replaces the binary in place with the
latest release — see Updating.
info Display information about an archive
list List files, optionally filtered by pattern
search Find files by name, contents or hash inside archives (and nested archives) without extracting
extract Extract files, with --recursive to descend into nested archives
verify Verify archive integrity
tree Display contents as a tree
textures Export textures from a .ytd/.ydr/.ydd/.yft as PNG/JPG/WebP (alias: ytd; --dds for raw DDS)
screenshot Render a .ydr/.ydd/.yft to an image (auto-framed, multi-view, external --ytd)
resource Inspect a loose resource file, or an entry inside an archive (`resource info`)
update Check for a newer release, or update this binary in place
create Create an archive from a directory
extract-keys Write the keys out to disk for reuse with --keys
Reading retail game archives needs keys — see Keys. Archives that are not encrypted, such as FiveM resource packs, need no setup at all.
The examples below use <GTA V> for the game folder, e.g.
C:/Program Files (x86)/Steam/steamapps/common/Grand Theft Auto V, with
GTAV_PATH pointing at it.
rpf info mp_biker_weed.rpf
rpf tree mp_biker_weed.rpf
rpf list mp_biker_weed.rpf "*bag*"RPF Archive Information
======================
Entries: 70 (1 dirs, 69 files)
Encryption: NG
Total size: 7375256 bytes (7.03 MB)
mp_biker_weed.rpf
├── _manifest.ymf (2.40 KB)
├── bkr_mp_biker_weed.ytyp (4.26 KB)
├── bkr_prop_fertiliser_pallet+hi.ytd (290.52 KB)
├── bkr_prop_fertiliser_pallet.ytd (110.82 KB)
├── bkr_prop_fertiliser_pallet_01a.ydr (134.05 KB)
├── bkr_prop_grow_lamp_02b+hidr.ytd (438.45 KB)
…
list only sees one archive's top level. search descends into nested .rpf
entries in memory, and takes a directory to cover every archive under it:
rpf search "<GTA V>/x64c.rpf" "prop_cs_heist_bag*" -d # which nested rpf holds it, with details
rpf search "<GTA V>" "*.ymt" --json # every .ymt in the whole install
rpf search "<GTA V>/x64a.rpf" --content binoculars -i # bytes inside files (resources are inflated)
rpf search "<GTA V>/x64b.rpf" --hex "52 53 43 37" --limit 5
rpf search "<GTA V>/x64a.rpf" --hash 0x6D8A1F3C # JOAAT of a name or stemPath Size MemSize Type Hash
--------------------------------------------------------------------------------------------------------
<GTA V>/x64c.rpf:x64c.rpf/levels/gta5/props/lev_des/lev_des.rpf/prop_cs_heist_bag_01.ydr 170163 65536 Resource 0xE81D7506
<GTA V>/x64c.rpf:x64c.rpf/levels/gta5/props/lev_des/lev_des.rpf/prop_cs_heist_bag_02+hidr.ytd 548154 8192 Resource 0xA798254B
<GTA V>/x64c.rpf:x64c.rpf/levels/gta5/props/lev_des/lev_des.rpf/prop_cs_heist_bag_02.ydr 192198 98304 Resource 0xD7A1647F
Hits print as <archive>:<path/inside/nested.rpf/file>, one per line, and --json
emits an array with the same fields plus the match offset:
[
{"archive":"<GTA V>/x64c.rpf","path":"x64c.rpf/levels/gta5/props/lev_des/lev_des.rpf/prop_paper_bag_small.ydr",
"name":"prop_paper_bag_small.ydr","size":8193,"mem_size":24576,"kind":"resource",
"hash":"0x167D347D","stem_hash":"0x947A8766","offset":null}
]A pattern without wildcards is a substring match on the full path, so inner.rpf
returns the archive and everything under it. Filters combine with AND, and the
summary goes to stderr so stdout stays clean for piping.
rpf extract resource.rpf -o ./out # everything
rpf extract "<GTA V>/x64e.rpf" "*/vehicles.rpf" -o ./nested # one nested archive, as a file
rpf extract "<GTA V>/x64e.rpf" "*/weapons.rpf" -o ./nested
rpf extract "<GTA V>/x64b.rpf" -o ./nested --recursive # descend into every nested rpf, to loose filesRetail x64*.rpf archives keep drawables inside nested RPFs, so a model has to
be extracted to disk before textures or screenshot can open it. search
tells you which nested archive holds it, and the extracted path mirrors that
archive's own folder layout (./nested/levels/gta5/vehicles.rpf above).
screenshot frames the model automatically and renders it from any of six
fixed angles (front, back, left, right, top, iso; a view named
twice is rendered once). --grid collects the views into one labelled image,
always on its own dark background so the labels stay legible whatever
--background the renders use:
rpf screenshot ./nested/models/cdimages/weapons.rpf w_ar_carbinerifle.ydr --views front,top,iso --gridTextures a model references but does not carry come from --ytd, repeatable,
earlier ones winning. A vehicle takes its own dictionary plus the shared one:
rpf screenshot ./nested/levels/gta5/vehicles.rpf adder.yft --views front,left,iso --grid --ytd adder --ytd vehshareTextures a model asks for but no dictionary supplies are drawn flat grey and
listed by name, so the output itself tells you which --ytd to pass next.
Geometries whose shader names no diffuse texture at all (lights, glass) are
grey too, but counted apart as N with no diffuse: no dictionary will fill
those in.
A YFT is rendered as one piece: its main body, posed by the fragment's default
bone transforms, plus every physics child that carries a mesh, placed by its
physics transform. Vehicle wheels are the usual case. A YFT typically ships one
front and one rear wheel mesh; the other wheel slots borrow those and right-hand
wheels are mirrored, the same way CodeWalker fills them in. The summary line
counts the parts drawn, e.g. 5 parts (4 wheels). Damaged variants of a part
are not drawn.
Vehicle bodies come out white because the paint colour is not in the YFT: the
game applies it at runtime from carcols metadata. --paint #rrggbb tints every
geometry drawn with a vehicle_paint* shader and leaves glass, lights, tyres
and interiors alone:
rpf screenshot ./nested/levels/gta5/vehicles.rpf adder.yft --views front,left,iso --grid --ytd adder --ytd vehshare --paint "#8b1a1a"--background takes grey (default), transparent, or any #rrggbb. With a
PNG or WebP output the alpha channel is real, so the render drops straight onto
any page. Materials keep the blend mode the game gives them: cut-out foliage is
alpha-tested, and translucent plastic or glass is blended over what sits behind it.
rpf screenshot ./nested/lev_des_mp_dlc.rpf hei_prop_pill_bag_01.ydr --views front --background transparent
rpf screenshot ./nested/mp_biker_weed.rpf bkr_prop_weed_lrg_01a.ydr --background transparent --ytd bkr_prop_weedrpf textures ./nested/models/cdimages/weapons.rpf w_ar_carbinerifle.ytd # PNGs into ./w_ar_carbinerifle
rpf textures ./nested/models/cdimages/weapons.rpf w_ar_carbinerifle.ytd --sheet --max-size 256 --format webp
rpf textures ./nested/levels/gta5/props/lev_des/lev_des.rpf prop_cs_heist_bag_02.ydr # textures baked into a drawableEvery texture in a dictionary lands in a folder named after it. --sheet adds
one labelled contact sheet of the lot, with a checkerboard behind anything that
has alpha:
PNG is lossless and the best default. WebP output is lossless-only, JPEG drops
the alpha channel, and --max-size caps the longest edge so files stay small.
The old ytd command still works as an alias for textures, and --dds
restores its original raw-DDS output.
rpf resource info ./out/prop_my_thing.ydr # a loose file, e.g. one you just exported
rpf resource info --archive "<GTA V>/x64a.rpf" binoculars.ytd
rpf resource info ./out/prop_my_thing.ydr --json # one JSON object for scriptsPrints the RSC7 header (version, system/graphics page flags and the sizes they
encode, whether the body is deflated or stored) and then what the file holds:
every texture of a .ytd in the same per-line format textures uses, or, for
a .ydr/.ydd/.yft, each drawable's bounds, LOD distances, per-LOD model,
geometry and triangle counts, the shader table with diffuse texture names, and
the embedded textures. Handy for checking an export before it goes into a
stream folder: a bad magic or a zero-triangle high LOD shows up immediately.
Every image command writes ordinary picture files, so a vision model can look
at a model or texture the same way you do. A model does not need more than
roughly 1500 px on the longest edge, and --json output from search gives it
a path to act on. A typical loop that finds every bag prop in the game, extracts
the archives that hold them, and renders each one looks like this:
rpf search "<GTA V>" "*bag*.ydr" --json > bags.json
# extract each distinct nested archive from bags.json, then:
rpf screenshot ./nested/.../mp_biker_weed.rpf bkr_prop_weed_bag_01a.ydr --size 512x512 --format jpg --ytd bkr_prop_weedA full-install *.ydr search takes around two minutes and a single 512 px render
under two seconds, so a few hundred props are a coffee break.
Entries in a .ydd mostly share one name — the file's own — so they are
reported and written out as 0x<hash> instead, and that hash is what --entry
takes to pick one of them:
rpf screenshot ./nested/some_dictionary.ydd --views front,iso # every entry, named by hash
rpf screenshot ./nested/some_dictionary.ydd --entry 0x<hash> --views front,isoRetail archives are NG-encrypted, so reading them needs keys from your own game install. Point the tool at the game once and forget about it:
export GTAV_PATH="<GTA V>" # or the full path to GTA5.exe
rpf list "<GTA V>/x64a.rpf" "*.ytd"
rpf textures "<GTA V>/x64a.rpf" binoculars.ytd--exe <PATH> does the same thing per-run and overrides the variable. Either
form takes the executable itself or the folder holding it. Recovering the keys
from the executable costs a couple of seconds, so the result is cached per
game build (keyed on the executable's size and modification time) under
~/.rpf-cli/keys; set RPF_KEYS_CACHE to put it somewhere else. Later runs load in milliseconds,
and a game update simply produces a new entry. An unwritable cache is not an
error, the keys are just recovered every time.
To manage a copy on disk yourself, write it out once and use --keys, which
takes precedence over --exe:
rpf extract-keys --exe "<GTA V>/GTA5.exe" -o ./keys
rpf list --keys ./keys "<GTA V>/x64a.rpf" "*.ytd"Only the AES key is still stored as plain bytes in GTA5.exe. Newer builds no
longer carry the NG keys or decrypt tables, so those are unwrapped from a
magic.dat compiled into the binary, using the AES key found in your
executable.
That magic.dat comes from CodeWalker, which generates it by deflating the NG
keys and decrypt tables, encrypting them with the AES key, and masking the
result with a seeded .NET PRNG stream. Unwrapping therefore needs an AES key
from a real game executable, so the keys stay inert without one. The key
material itself is the same across game versions — extracting once is enough.
rpf update check # ask GitHub whether a newer release exists
rpf update install # download it and replace this binaryrpf also checks for a new release passively, at most once every 24 hours,
and prints a one-line note on stderr when one is found. It only runs when
stderr is a terminal, so it never fires in scripts or CI, and it never delays
a command — it is checked in the background and only reported after your
command has finished. Disable it with --no-update-check, the
RPF_NO_UPDATE_CHECK environment variable, or by setting CI. The check is
stamped in ~/.rpf-cli/update-check.json; set RPF_UPDATE_CACHE to put that
file somewhere else. Network requests go through ureq and honour the
standard HTTP_PROXY/HTTPS_PROXY/NO_PROXY environment variables.
rpf update install downloads the release asset for your platform along with
its SHA256SUMS, verifies the checksum, and replaces the running binary in
place — including a binary installed with cargo install, since both manage
the same path. It refuses to install a release published without checksums.
rpf-cli depends on the published rpf-archive
crate. To build against the sibling checkout without editing Cargo.toml:
cargo install --path . --config 'patch.crates-io.rpf-archive.path="../rpf-archive-rs"'To cut a release:
- If a library change is needed, publish
rpf-archiveto crates.io first and bump the version this crate pins. - Bump this crate's version in
Cargo.tomland rebuild soCargo.lockfollows. - Commit, then
gh release create vX.Y.Z --notes ...— the tag triggers thereleaseworkflow, which builds the Linux and Windows binaries, publishes aSHA256SUMSfor them, and attaches all three to that release.
The asset names (rpf-linux-x86_64, rpf-windows-x86_64.exe) and the
vX.Y.Z tag shape are a contract with rpf update; renaming either breaks
self-update for everyone already on an installed build.
Publishing itself is a manual, deliberate step — nothing here does it for you.
- CodeWalker (https://github.com/dexyfex/CodeWalker)
- Swage (https://github.com/0x1F9F1/Swage)
- Contributors of https://gtamods.com/wiki/RPF_archive








