RAGE
Grand Theft Auto V Enhanced stores its world in RPF7 archives. The archives contain ordinary files and paged resources: map placements, archetypes, drawables, textures, collision and animation dictionaries. Sourced · CodeWalker
An archive entry is not necessarily the file the game uses. Base archives, title updates and DLC packs can contain copies of the same name; mount data determines which copy is live, and Story and Online have different map states. Observed See mounts and overlays.
The Enhanced edition retains the RSC7 resource envelope but changes important payload layouts: drawable version 159, fragment version 171 and texture-dictionary version 5. Enhanced vertex declarations and texture formats therefore need their own interpretation even when a file has a familiar extension. Observed
Materials connect a drawable’s hashed parameters to effects in a compiled DXIL database. The database stores programs, binding tables, techniques and fixed-function state; an effect name alone does not specify every pass. Observed See SGD2 and material parameters.
This section covers the PC Enhanced data described on the game hub. These layouts do not establish the formats of other RAGE games or every Legacy resource present alongside Enhanced assets. Unknown
Pages
Archives and files
- Enhanced archive corpus — Recounted archive and resource-entry totals, with physical copies separated from active world selection.
- Mounts, DLC packs and overlays — How base images, title updates and DLC content select the live Story and Online files.
- RPF7 archives — Archive entries, block addressing, compression and the NG and AES ciphers.
Data model
- META, XML and identifier hashes — Self-describing META blocks, case-sensitive schema hashes, joaat identifiers and binary XML.
- RSC7 resources — Resource envelopes, virtual pointers, system and graphics pages, and packed page flags.
World and streaming
- Maps and archetypes — YMAP placements, YTYP archetypes, transforms, streaming extents, interiors and scripted map state.
- World LOD, content flags and priority — Map-parent hierarchy, far stand-ins, content flags and density-dependent entity priorities.
Geometry
- Enhanced drawables and fragments — YDR, YDD and YFT payloads, model lists, geometry and Enhanced buffer declarations.
- Skeletons, skinning and ped components — Bone tags, local and inverse transforms, blend palettes and component-ped variation data.
Materials
- Enhanced material parameters — Drawable shader records, parameter-info words, constant buffers and Enhanced parameter names.
- Vertex colours and tint palettes — Shader-specific colour channels for opacity, ambient occlusion, palette columns and terrain weights.
Shaders
- Deferred shading and G-buffer encoding — Enhanced diffuse, normals, specular, occlusion and emission as the compiled programs store and read them.
- Engine shader inputs — Lane-level uses of global shader constants and their limits as evidence for CPU-side meaning.
- SGD2 shader databases — Enhanced DXIL program groups, effect records, binding tables, techniques and fixed-function states.
Textures
- Enhanced texture dictionaries — YTD tables, texture records, SGA formats, mip storage and parent/resident texture lookup.
Lighting and sky
- Light records and attenuation — Authored local lights, bone placement, time masks and the Enhanced light shader's radial window.
Terrain
- Terrain layer blending — Four-layer terrain weights, lookup masks and Enhanced terrain specular parameters.
Water
- Water quad data — World and island water files, authored surface rectangles, triangle types and wave/calming regions.
Effects and decals
- Deferred decals and shader-built geometry — Effects that modify existing surfaces or generate their final geometry in vertex shaders.
Collision and physics
- Bounds and collision — YBN and embedded phBound trees, quantized vertices, polygon materials and map-state ownership.
Animation
- Clip dictionaries and animation channels — YCD version 46 containers, nine channel types, bone tracks, sequence blocks and frame timing.