RAGE Format Names Glossary

RAGE file formats are usually stored as platform-specific resources (RSC) and have a platform prefix in format name. For instance, banana.ydr means that file banana is a drawable for platform with y prefix (win64/linux platforms). Therefore, when naming a format, don’t name it with the platform: this is redundant and wrong (e.g. don’t say ‘ydr files’, say ‘#dr files’ or ‘drawable files’).

List of known platform prefixes:

Prefix Platform
a android
c ps3/psn
d xboxone/durango
i independent (North-specific)
n nx64
o ps4/orbis
p ps5/prospero
s ios
v vita/psp2
w win32pc/win32/x86/pc
x xbox360/xenon
y win64pc/win64/x64/linux
z xboxsx

List of known formats:

Format Definition Purpose
.awc Audio Wave Container Audio file format used for all sounds.
.cmb Combat Info File Text-based combat decision information.
.cut Cutscene Cutscene definition files - usually stored as PSO.
.cutsub Cutscene Subtitle Cutscene subtitles file.
.dat Data File Various binary data.
.gfx Scaleform Flash Scaleform files.
.gxt GBH Text File Translation files for old GTA titles, GXT/GXT2.
.fxc Compiled Shader Single compiled shader.
.fxdb Shader Database Shaders database used in modern RAGE titles.
.ide Item Definition Map types files for old GTA titles, replaced with #typ.
.ifx Image FX -
.img Image File Archive files for old GTA titles, fully replaced with rpf.
.meta Metadata Various text metadata.
.mrf Move Network Def Binary metadata for complex tasks and minigames.
.msk Mask File Binary mask data.
.nod Path Node Path node files for old GTA titles, replaced by #nd.
.ped Ped Info File Text-based ped decision information.
.rpf RAGE Packfile Archive format for release/final builds of games. In development, .zip is used.
.sco Script Script file used in old RAGE titles, replaced with #sc.
.sps Shader Preset -
.srl Streaming Request List -
.tcp Texture Conversion Params -
.tune Tune File Various fragment data used in old RAGE titles.
.zon Zone File -
.#ad Animation Dictionary Animation dictionary for various RAGE titles, see also #cd.
.#am - -
.#at Action Trees -
.#as Animation Scene File format for modern RAGE cutscene subsystem (introduced in RDR3).
.#bd Bounds Dictionary Dictionary of multiple bound files.
.#bn Bounds (Static) collision files.
.#bs Blendshapes -
.#cd Clip Dictionary Dictionary of clips containing animations, see also #ad.
.#ch Cache Per-packfile cache loader data
.#cs - -
.#dd Drawable Dictionary Dictionary of multiple drawables (usually used for LODs).
.#dr Drawable Generic models, geometry, optional embedded textures and lights.
.#ed Expressions Dictionary Bones metadata, such as bone weight overrides, jiggle bones parameters and etc.
.#edt - Expression dictionary format used in Red Dead Redemption.
.#fd Frame Filter Dictionary Frame filters used in animations (bone masks, filters).
.#ft Fragment Complex models such as vehicles, destructible objects.
.#gd - -
.#hm HTML GTA IV in-game website data.
.#hn - -
.#jd - -
.#ld Cloth Dictionary -
.#ldb Language Database Translation files for modern RAGE titles, replaced GXT/GXT2 format.
.#pd - -
.#pdb Posematchers Database -
.#pdt - Posematchers format used only in Red Dead Redemption.
.#pfl Particle Effects Library Particle files for old RAGE titles, replaced with #pt.
.#pl Placement Map placement files for old RAGE titles, replaced by #map.
.#pm Parameterized Motion -
.#pmd Posematchers Database (?) Replaced .#pdb format.
.#pr Ped Records -
.#pt Particle Particle files.
.#map Map Data See Map Data Assets (.#map) - Docs - rage.re
.#mf Manifest See Packfile Manifests (.#mf) - Docs - rage.re
.#mt Metadata Various binary metadata.
.#nd Path Node -
.#nh - -
.#nm Nav Mesh Navigation mesh used only in Red Dead Redemption.
.#nv Nav Mesh Navigation mesh files used in most RAGE titles.
.#sc Script In-game scripts including story and online mode.
.#sd Blendshapes Dictionary Blendshapes format used in old RAGE titles.
.#sf Scaleform -
.#sg Sector Grass Grass instance files used in Red Dead Redemption only.
.#si Sector Info -
.#sp - -
.#st String Table String table files (like .gxt) used in Red Dead Redemption only.
.#tb Territory Boundres Territory boundres files used in Red Dead Redemption only.
.#td Texture Dictionary Dictionary of textures (also known as TXD).
.#typ Map Types See Map Types Assets (.#typ) - Docs - rage.re
.#vd Volume Data -
.#vr Vehicle Records -
.#wr Waypoint Records -

Format usage per title:

Format RDR3 GTA5 MP3 RDR2 GTA4
.awc :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.cmb :x: :x: :heavy_check_mark: :x: :heavy_check_mark:
.cut :x: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.cutsub :x: :x: :heavy_check_mark: :x: :x:
.dat :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.fxc :x: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.fxdb :heavy_check_mark: :x: :x: :x: :x:
.gfx :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.gxt :x: :heavy_check_mark:(1) :heavy_check_mark: :x: :heavy_check_mark:
.ide :x: :heavy_check_mark:(2) :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.ifx :x: :x: :heavy_check_mark: :x: :x:
.img :x: :x: :x: :heavy_check_mark:(2) :heavy_check_mark:
.meta :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.mrf :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.msk :heavy_check_mark: :x: :x: :x: :x:
.nod :x: :x: :x: :x: :heavy_check_mark:
.ped :x: :x: :heavy_check_mark: :x: :heavy_check_mark:
.rpf :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.sco :x: :x: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.sps :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.srl :x: :heavy_check_mark:(2) :heavy_check_mark: :x: :heavy_check_mark:(2)
.tcp :x: :x: :heavy_check_mark: :x: :x:
.tune :x: :x: :heavy_check_mark: :x: :heavy_check_mark:
.zon :x: :x: :heavy_check_mark: :x: :heavy_check_mark:
.#ad :heavy_check_mark: :x: :x: :heavy_check_mark: :heavy_check_mark:
.#am (3) :x: :x: :x: :x: :x:
.#at :x: :x: :heavy_check_mark: :heavy_check_mark: :x:
.#as :heavy_check_mark: :x: :x: :heavy_check_mark: :x:
.#bd :x: :heavy_check_mark:(2) :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#bn :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:(2) :heavy_check_mark:
.#bs :x: :x: :x: :x: :heavy_check_mark:
.#cd :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#ch :heavy_check_mark: :x: :x: :x: :x:
.#cs :x: :x: :x: :heavy_check_mark: :x:
.#dd :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#dr :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#ed :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#edt :x: :x: :x: :heavy_check_mark: :x:
.#fd :heavy_check_mark: :heavy_check_mark: :x: :heavy_check_mark: :x:
.#ft :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#gd :x: :x: :x: :heavy_check_mark: :x:
.#hm :x: :x: :x: :x: :heavy_check_mark:
.#hn (3) :x: :x: :x: :x: :x:
.#jd (3) :x: :x: :x: :x: :x:
.#ld :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#ldb :heavy_check_mark: :x: :x: :x: :x:
.#pd (3) :x: :x: :x: :x: :x:
.#pdb :x: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#pdt :x: :x: :x: :heavy_check_mark: :x:
.#pfl :x: :x: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#pl :x: :heavy_check_mark:(2) :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#pm :heavy_check_mark: :x: :x: :x: :x:
.#pmd :heavy_check_mark: :x: :x: :x: :x:
.#pr :x: :x: :heavy_check_mark: :x: :x:
.#pt :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x:
.#map :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.#mf :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.#mt :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.#nd :x: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#nh (3) :x: :x: :x: :x: :x:
.#nm :x: :x: :x: :heavy_check_mark: :x:
.#nv :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x: :heavy_check_mark:
.#sc :heavy_check_mark: :heavy_check_mark: :x: :heavy_check_mark: :x:
.#sd :x: :x: :heavy_check_mark: :heavy_check_mark: :x:
.#sf :x: :x: :x: :heavy_check_mark: :x:
.#sg :x: :x: :x: :heavy_check_mark: :x:
.#si :x: :x: :x: :heavy_check_mark: :x:
.#sp :x: :x: :x: :heavy_check_mark: :x:
.#st :x: :x: :x: :heavy_check_mark: :x:
.#tb :x: :x: :x: :heavy_check_mark: :x:
.#td :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
.#typ :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
.#vd :x: :x: :x: :heavy_check_mark: :x:
.#vr :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :x: :x:
.#wr :heavy_check_mark: :heavy_check_mark: :x: :x: :x:
  • (1) - GXT2 only. GXT1 isn’t used.
  • (2) - Minimal usage comparing to other games.
  • (3) - Might be a format that was used in other RAGE titles.
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