Game Files
Grand Theft Auto V, based on the RAGE Engine contains several file extensions. Yet no one knows the meaning or the use behind it.
Quick Overview
Prefixes
Prefix | Platform |
---|---|
W | win32pc / win32 / x86 / pc |
Y | win64pc / win64 / x64 / linux |
V | vita / psp2 |
D | xboxone / durango |
O | ps4 / orbis |
A | android |
S | ios |
P | ps5 / prospero |
N | nx64 |
X | xbox360 / xenon |
C | ps3 / psn |
I | independent (North-specific) |
Suffix
File | Contains hi@ | Meaning | Usage | Explanation |
---|---|---|---|---|
Y(BN) | Yes | Bounds | Collision Information | << HERE >> |
Y(ND) | No | Path Node | Path Node for NPCs & GPS | << HERE >> |
Y(TD) | Yes | Texture Directory | Compound of Texture Files | << HERE >> |
Y(TYP) | No | Map Types | Map Types | << HERE >> |
Y(MAP) | No | Map Data | Collection of Entities to form a Compound | << HERE >> |
Y(MF) | No | Manifest | Manifest, used to enforce loading of certain YTYPs; E.g used by Entities inside a YMAP | << HERE >> |
Y(FT) | Yes (hi_) | Fragment | Complex models such as vehicles, destructible objects. | << HERE >> |
Y(DD) | Yes | Drawable Dictionary | Dictionary of multiple drawables (Usually used for LODs). | << HERE >> |
Y(DR) | Yes | Drawable | Generic models, geometry, optional embedded textures and lights. | << HERE >> |
RPF | No | RAGE Packfile | Production Format, of a compound containing various Files | << HERE >> |
YBN
Explanation
It declares static collisions, usually in connection of a *.yft.
There are two types of YBN's:
Low Details | High Details |
---|---|
name.ybn | [email protected] |
Those collisions are formed by primitive shapes and low detailed shaping of the original form. (See example)
Example
YBN's are used for buildings and general environment.
Tools
Preview | Editing |
---|---|
OpenIV | 3ds Max (GIMS Evo) |
CodeWalker [1] | |
zModeler3 |
- It only allows the moving and deleting Editing based on Polygons is only available in 3ds Max & ZModeler3.
YND
Explanation
It declares Path Nodes required for NPCs and calculating GPS Routes.
Example
This is an example inside CodeWalker, how Path Nodes look like
YTD
Explanation
Combined with YFTs, there are embedded Texture and external Textures. This is where YTDs get to use.
Used dynamic to implement Textures.
Example
N/A
YTYP
Explanation
Definition File of YDR Entries. Required to be used for further creation
Example
N/A
YMAP
Explanation
Collection of Entities to form a Compound. You can create it inside CodeWalker, together with a YMF (Manifest File)
Example
This is the YMAP, that gets included into your CodeWalker Project.
It contains several Entities
YMF
Explanation
Required to tell the Game which files are required to be loaded to make YMAPs work. Usually generated manually inside CodeWalker.
Example
N/A
YFT
Explanation
Mainly used for Vehicles, usually contains an High Details alternative.
Low Details | High Details |
---|---|
name.yft | [email protected] |
Example
Inside ZModeler, a vehicle in hi@ format looks like this
YDD
Explanation
Used for complex Buildings, usually contains several LODs and Models.
Example
Inside OpenIV, it looks like this
YDR
Explanation
Small and simple objects, containing embedded textures or external Textures via. YTD Used for Entities, which are combined into a YTYP
Example
Inside OpenIV, an YDR looks like this
RPF
Explanation
Combing several files together, usually used for expanding the base Game with more content.
E.g by Updates
Example
If we open a RPF with OpenIV to view in it, it will looks like this.