Technical Findings
Why the webs keep hours
Nothing triggers the webs. Each one is an ordinary map object, the same kind of wire mesh the game uses for telegraph lines, with a schedule attached. The game draws it only during the hours the schedule allows, and every web allows exactly one hour. That is the whole mechanism: no hidden quest, no counter, no condition to meet.
1A prop, not a script
Each web is placed on the map like a pole or a rock. No mission, quest flag or honour level decides whether you see it.
2One hour switched on
Every scheduled object carries 24 on/off switches, one per in-game hour. A web has exactly one switched on, so it shows for one hour and is gone for 23.
3Swaps while you look away
The game adds or removes a scheduled object only when it is off screen, so a web never pops in front of you. The Butcher Creek pentagram is the one exception: its schedule allows the swap on screen, so it can fade in while you watch.
| Object | 00:00 | 01:00 | 02:00 | 03:00 | 04:00 | 05:00 | 06:00 | 07:00 |
|---|---|---|---|---|---|---|---|---|
| Center web (in two trees) | ||||||||
| Heartland Overflow | ||||||||
| Scarlett Meadows | ||||||||
| Cornwall Kerosene & Tar | ||||||||
| Saint Denis | ||||||||
| Emerald Station | ||||||||
| Southfield Flats | ||||||||
| Butcher Creek pentagram | ||||||||
| Ringneck Creek (lower) | ||||||||
| Heartland Oil Fields (upper) |
Black featherRed featherNo featherHidden for the other 16 hours of the day.
Show the actual file entry (for dataminers)
The schedule lives in a .ytyp file and the position in a .ymap file, both binary until a tool like CodeX or OpenIV exports them as XML. This is the Butcher Creek pentagram's entry, line by line.
- <Item type="CTimeArchetypeDef">
- This object has an hour schedule. Ordinary props use CBaseArchetypeDef and have none.
- <name>cablemesh277747_hvlit001</name>
- The model. "cablemesh" is the game's wire type; the pentagram is literally drawn out of telegraph-wire segments.
- <timeFlags value="16777232" />
- The schedule as one number: hour 04:00 is on, plus the "allow on screen" switch. Decoded below.
- <position x="2592.522" y="831.73737" z="82.78772" />
- Where it sits in the world. This line lives in the companion .ymap file; the lines above are in the .ytyp.
- 00off
- 01off
- 02off
- 03off
- 04on
- 05off
- 06off
- 07off
- 08off
- 09off
- 10off
- 11off
- 12off
- 13off
- 14off
- 15off
- 16off
- 17off
- 18off
- 19off
- 20off
- 21off
- 22off
- 23off
allow on screen: on
timeFlags is these 25 switches written as one number. Each switch has a value (hour 0 = 1, hour 1 = 2, hour 4 = 16, and so on, doubling; the on-screen switch = 16,777,216) and the number is the sum of the switches that are on: 16 + 16,777,216 = 16,777,232. A web that shows only at 03:00 and swaps off screen would simply be 8.Web registry
| Web | Feather | Visible | Feather prop | Web mesh | Pack | Web hash | Feather hash |
|---|---|---|---|---|---|---|---|
| Center web (in two trees) | none | 01:00-02:00 | - | cablemesh87397_thvy001 / 87399_thvy001 / 87405_hvlit001 / 87455_hvlit001 | jklm_7_10 | - | - |
| Heartland Overflow | black | 02:00-03:00 | spiderdream05x | cablemesh19309_hvlit001 | jklm_11_14 | 0x2195E214 | 0x5B04332C |
| Scarlett Meadows | red | 02:00-03:00 | spiderdream06x | cablemesh217268_hvlit001 | nopq_11_14 | 0x709C247F | 0xC004FE14 |
| Cornwall Kerosene & Tar | black | 03:00-04:00 | spiderdream03x | cablemesh11342_hvlit001 | jklm_7_10 | 0xAA6249CB | 0x79B3E083 |
| Saint Denis | red | 03:00-04:00 | spiderdream08x | cablemesh217187_hvlit001 | nopq_11_14 | 0x0BCD910A | 0xA942CEA4 |
| Emerald Station | black | 04:00-05:00 | spiderdream04x | cablemesh19339_hvlit001 | jklm_11_14 | 0x03FB5DDA | 0x8448EDE9 |
| Southfield Flats | red | 04:00-05:00 | spiderdream07x | cablemesh217239_hvlit001 | nopq_11_14 | 0x796A1E04 | 0x9945B676 |
| Butcher Creek pentagram | none | 04:00-05:00 | - | cablemesh277747_hvlit001 | jklm_7_10 | - | - |
| Ringneck Creek (lower) | black | 05:00-06:00 | spiderdream01x | cablemesh19279_hvlit001 | jklm_11_14 | 0xE3CB9D96 | 0xD6E7944D |
| Heartland Oil Fields (upper) | black | 05:00-06:00 | spiderdream02x | cablemesh19374_hvlit001 | jklm_11_14 | 0x9149E067 | 0x0EDF0543 |
Where the files live
RDR2 / levels_1.rpf / levels / rdr3 / area / cables / *_rds_props.rpf
jklm_7_10_rds_props.rpf
Cornwall web, spider glyph, Butcher Creek pentagram
jklm_7_10_scratchin
Spider glyph object (hash 0x47BAD66F)
jklm_7_10_scratchin+hidr.ytd
Glyph high-detail textures
cablemesh11342_hvlit001
Cornwall web mesh
spiderdream03x
Cornwall feather
cablemesh277747_hvlit001
Pentagram mesh
cablemesh87397 / 87399 / 87405 / 87455
Center web meshes
jklm_7_10_rds_props_strm.ytyp
Archetypes incl. timeFlags
jklm_7_10_rds_props_strm_0.ymap
World positions
jklm_11_14_rds_props.rpf
Four black webs and both pole ciphers
cablemesh19279 / 19309 / 19339 / 19374
Web meshes 01, 05, 04, 02
spiderdream01x 02x 04x 05x
Black feathers
jklm_11_14_rds_me2
"W +++++" pole carving (modelled, palette only)
jklm_11_14_rds_me3
"NW [guitar]" pole carving, 5th pole west of me2
jklm1114rdpr_combo09_01-08_lod
Eight pole-combo LODs
nopq_11_14_rds_props.rpf
All three red-feather webs
cablemesh217187 / 217239 / 217268
Web meshes 08, 07, 06
spiderdream06x 07x 08x
Red feathers
The other cable packs (jklm_15_18, nopq_7_10, rstu_96_99) contain only wire meshes: no spiderdream, glyph or carving names. Outhouse tally marks live elsewhere: area/jklm_15_18/but_01_ (but_01_outhouse_cliff*.ydr).
What the file scan adds
Read straight from the shipped archives with CodeX's RDR2 code, plus a search of five decompiled script sets. Positions come from the .ymap files and the base maps are the game's own minimap tiles.
The glyph is drawn as a north-up mapDerived
Fitting the glyph texture's leg tips to the eight feathers (scale, rotation and offset free, body on the center web) gives no mirroring, a 3.4 degree rotation and 4.05 m per texture pixel. Every leg lands 91-261 m from its web. Only 1 in 2,000 random web layouts fits as well (p = 0.0005).
Only 21 one-hour objects exist in the whole gameIn files
Of 2,167 timed archetype definitions in 2,498 .ytyp files, exactly 21 are visible for a single hour: the 8 webs, 8 feathers, 4 center-web meshes and the pentagram. Nothing else hides on the clock.
Tally order draws the pentagramDerived
Joining the outhouse positions from the .ymap files in tally order, 1-2-3-4-5-1, gives a path that crosses itself exactly five times: a pentagram.
"Five poles west" is literalDerived
The me2 carving sits on a telegraph pole. Walking west along that line the files place four more poles, then the me3 pole: the 5th. The center web to me2 runs 359 degrees, and me3 to Fort Wallace runs 313 degrees.
The webs are cable splinesIn files
Every web mesh uses the cable shader's texture, and the center web's four meshes share one plane facing bearing 56 degrees (ENE), tilted 25 degrees up. That is why the webs live in the cable packs.
Two guitars, one tilted skywardIn files
Fort Wallace has one placed p_guitar01x lying flat in the yard (neck about 268 degrees) and a second inside the tower interior old_tower03_int, 9.4 m up and tilted 80 degrees upward.
No script touches the trailIn files
Hashes and names of every clue model, web, feather, glyph and their map files were searched in five decompiled script sets, single-player and online. None appears. The trail is pure map data plus hour masks.
Hiding methods
1Timed archetype
A CTimeArchetypeDef in a .ytyp carries a 24-bit hour mask. The world streamer shows or hides the object on the clock.
- 8 feathered webs, 2-6 AM
- Center web, 1-2 AM
- Butcher Creek pentagram, 4-5 AM
Find more by: Filter CTimeArchetypeDefs with few hours set. Only 21 in the whole game have a single hour, and all 21 are the webs, feathers, center web and pentagram.
2Destruction reveal
A breakable outer object hides a separate model behind it. Shooting the pole or plank exposes it.
- "W +++++" = jklm_11_14_rds_me2
- "NW [guitar]" = jklm_11_14_rds_me3
- LJ & SM behind Outhouse 4 planks
Find more by: Unique model names on otherwise generic props. The pole carvings carry only a palette texture, so their marks are geometry.
3Palette-black geometry
The mark is a few small polygons whose vertex colour selects entry 0, pure black, of the model's tint palette. No texture holds the mark.
- Tally 6 = civ_01_outhouse
- Tally 7 + 3 pictograms = civ_twr_03b
- "W +++++" and "NW [guitar]" pole carvings
Find more by: In models that use a tintpalettetex, look for tight clusters of vertices whose blue channel is near 0.
4Scratched paint
The Butcher Creek outhouse marks sit on two-layer painted planks (standard_2lyr). The strokes show the bare-wood layer through the white paint, steered by vertex alpha.
- Outhouse tally marks 1-5
- Fort Brennand symbol on Outhouse 4
Find more by: Open the outhouse in CodeX and inspect the woodPaintedOverlap planks. Our own renderer does not reproduce this shader yet.
5Baked into geometry
Marks are modelled into the mesh itself, so no tell-tale texture exists.
- Fort Wallace tower roof: three notch shapes in old_fort_twr3's shingle mesh
Find more by: Inspect the model's wireframe in CodeX or Blender (Sollumz RDR2).
6Texture cover
A reused texture is placed over a larger one so only part shows in game.
- Bacchus Bridge heart (orange pole texture covers the rest)
- Spider glyph as its own texture dictionary
Find more by: Export the drawable and view its full UV texture.
Observed behaviour
- Webs spawned with a trainer stay invisible until their hour: visibility belongs to the archetype. source
- All webs and black feathers spawn from hash; red feather hashes fail with "model is invalid". source
- A shot feather respawns the next night where it fell, not on the web. source
- Each feather has its own despawn zone. source
- Each feather is its own numbered model; dreamcatcher feathers reuse 5-6 models. source
- Everything ships in base-game levels_1.rpf, not an update_*.rpf patch. source
RDR2 file structure
Top-level archives (game folder)
- levels_0.rpf
- Navmeshes, cover, cliff points, LOD lights
- levels_1.rpf
- Area map data per grid block, cables, rails, discoverables, camps
- levels_2.rpf
- More area blocks, rails, destruction, generic, interiors
- levels_3.rpf
- Props (generic, urban, vegetation, vfx), interiors, terrain start
- levels_4-7.rpf
- Terrain tiles per grid block, water, occlusion, ambient map data
- textures_0/1.rpf
- UI, skydome, probes, shared textures
- data_0.rpf
- Gameplay data: item database, lighting, effects, lang
- anim_0.rpf
- Animations, cutscenes, animscenes
- packs_0/1.rpf
- Peds, models, base packs
- hd_0.rpf
- High-detail versions of props and textures
- update_1-4.rpf
- Patches; same paths override base files
- shaders_x64.rpf
- Compiled shaders
The world grid: folder names are map blocks
| Row | 03_06 | 07_10 | 11_14 | 15_18 |
|---|---|---|---|---|
| fghi | Colter, Wapiti, Adler Ranch | The Loft | ||
| jklm | Valentine, Cornwallweb pack | Emerald Ranch, Bacchusweb pack | Annesburg, Butcher Creek, Van Horn | |
| nopq | Strawberry | Blackwater | Rhodes, Braithwaite, Lagrasweb pack | Saint Denis |
| rstu | MacFarlane's |
Letters run north to south, numbers west to east (inferred from which towns sit where). *_92_95 / *_96_99 are New Austin (Armadillo is rstu_96_99); abcd_11_14 is Guarma. Each block exists twice: area/ for buildings and props, terrain/ for ground tiles.
File types
| Type | What it is | In the spider web mystery |
|---|---|---|
| .rpf | Archive (RPF8). Nested: an RPF can hold RPFs. | jklm_7_10_rds_props.rpf |
| .ydr | One drawable model, may embed textures | Web meshes, feathers, outhouses |
| .ydd | Dictionary of drawables, e.g. LOD sets | - |
| .yft | Fragment: breakable or vehicle model | - |
| .ytd | Texture dictionary | jklm_7_10_scratchin+hidr |
| .ybn | Static collision bounds | - |
| .ytyp | Archetypes: what an object is, LOD distance, time flags | CTimeArchetypeDef timeFlags |
| .ymap | Placements: which archetype goes where | CEntityDef position |
| .ymt | Compressed metadata (items, peds, scenarios) | - |
| _manifest | Forces dependent .ytyp files to load | Present in every cable pack |
| _lod / _slod | Low and super-low detail stand-ins | combo09 pole LODs |
| +hidr | High-detail texture variant | Spider glyph texture |
Location prefixes inside area blocks
val_Valentinecor_Cornwall Kerosene & Tarbut_Butcher Creekeme_Emerald Ranchnew_Saint Denis (dev name New Bordeaux)rho_Rhodesbla_Blackwaterstr_Strawberryann_Annesburglof_The Loftwap_Wapitiarm_Armadilloagu_Guarma
File names are hashed in the archives (joaat). Readable names come from community string lists like OpenIV's RAGE-StringsDatabase.
Tools
- CodeX
- Fly the map, click any object to get its archetype, file and model. Used to find the center web.
- OpenIV
- Browse and extract RPF archives; converts .ytyp/.ymap to XML.
- Sollumz (RDR2) + Blender
- Import exported models to inspect vertices and UVs.
- Rampage trainer
- Spawn objects by hash, show coordinates and in-game time.
- Lenny's Mod Loader
- Stream edited files back into the game for tests.
Open questions
Where is me1?
Pole carvings are me2 and me3. No me1 exists in any shipped .ytyp, by name or by hash, and the cable packs hold no unnamed models. source
Why is the pentagram filed with Cornwall?
The Cornwall pack (jklm_7_10) holds two objects far outside its area: the pentagram, 2 km from anything else in the pack, and the center web, 1 km away. With the glyph and Cornwall web, they look like one batch authored together. Why they were batched is still open. source
Do the feather colours mean anything?
The black/red split matches the pack split exactly. One researcher argues two artists packed them and the red texture came from a cut Valentine asset. source
Why does the Cornwall feather share the glyph's textures?
spiderdream03x uses the glyph's texture dictionary (0xF6C867AC) and a val_doc_feather01 texture. The other seven feathers use generic prop dictionaries.
What is the feather particle effect?
All eight feathers carry the same CExtensionDefParticleEffect (fx 0xC5876498, fxType 4). Its name is unresolved; fxType 4 is usually played on destruction.
What freezes the clock near the spider pole?
Reproduced on Xbox and PC along certain headings. No file-side trigger identified: none of five decompiled script sets references a clue asset, its map file or its coordinates, though 200 scripts can pause the clock. source
Why does Outhouse 3 have no effect helper?
Outhouses 1, 2, 4 and 5 each sit beside a but_vfx_outhouse_cliff* effect model. Outhouse 3 (but_01_outhouse_cliff_01) has none.
Are the Fort Wallace roof notches the birds?
The tower roof mesh holds three small notch shapes, one more than the two birds usually reported. Which ones read as birds in game is unconfirmed.
Sources
- OpenIV RAGE-StringsDatabase: cable pack listings
- u/fthen2k02: center web, timeFlags, web-to-mesh map
- u/bikkhu42: spiderdream file names
- Megathread: hashes (u/slaytanic_666), file notes (u/Artem_ab6)
- u/TracySevert: there are 8 webs
- u/TracySevert: the Ws are part of the tower model
- Spider Dreams Mystery community timeline
- Former Rockstar QA reaction (X)

