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new tool
BIG THANK'S TO ProFrager
bink compressor - bpk 0.2.6 unreal engine lzo - UELR 0.1.0 also lolz & other compresser Enjoy ;) |
Anyone can send me the tools in PM?
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i attached the tools in the first post
uelr_0.1.0b for Unreal Engine game file like tfc OGGRE 0.1.1 for Audio file bpk_v0.2.6 for bk video new srep 0.3 and two compressor in folder lolz21a5c dlz_v0.2.2b |
Thank you
google translate: Code:
bpk - compressor bink video files first and second version.Code:
lolz is a compressor built on the basis of adaptive rans, suitable for any data, but the best results show on the structured data. Made special models for dxt textures and raw graphics (in the distant future, perhaps, and for raw audio will appear). It is possible to compress and expand multithreaded.Code:
DLZ is a compression algorithm based on lzma with added models for compressing dxt and raw textures with dds header. Detect occurs by the title.Code:
UELR is a recompressor of unreal engine LZO streams.Code:
OGGRE - compressor ogg vorbis audio files. In the format of vorbis, the final entropy encoding of the frames is very well done, so there is not much to pinch there. But with ogg headers and codebooks at the beginning of each ogg file is a completely different situation, so they had to apply deduplication for them. As a result, only 5-7% of lzma won.Code:
cls-srep -cls filter for unpacking srep via freearc. Unlike the previous version of my version, I use cls-srep.dll (it has the internal name cls-universal and is the same for all my projects using it), which runs exe depending on the system capacity and exchanges data with it using shared memory technology, which is faster commonly used pipe. Also in cls.ini, the Memory field can be set in percentages and with the absolute value difference, as it is done in the console srep, but unlike the memory it is considered not from its total quantity on the computer, but from the free one. Well, a couple of minor technical chips, but they are of no interest to anyone. |
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Really nice
Will test all night long Big thanks to profragger! c/d is really fast, and what is most important, file check is md5 perfect! |
so test uelr on mass effect 1 for lzo file and bpk for the video
i get from 10.4gb to 3.25gb... the setting uelr+srep:m3f:a2+lzma:a1:mfbt4:d384m:fb273:mc10000 :lc8... for bk file i used mbpk with cls it write 30mb/s [External compressor:srep] header = 0 packcmd = srep {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp [External compressor:uelr] header = 0 packcmd = uelr.exe uv $$arcdatafile$$.tmp $$arcpackedfile$$.tmp |
arc.ini settings of all compressors please
please provide arc.ini packcmd and unpackcmd settings. thanks
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Seems rz is better than lolz
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thanks but also unpackcmd and also for bink
bink also
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please how can i compress with bink
What settings can i use with lolz to get best results. thanks in advance Next time EDIT your post instead of making another reply, only 5 mins apart, no one has posted between them |
Anyone else getting the "Stopped Working Error" when decompressing with lolz.
Works fine when compressing, but when decompressing it stops working. I am obviously missing something? |
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It is running as admin.
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OMG! THANKS!
And Happy New Year! |
Is there a way for bpk to use wildcars insteads of full file names?
I have over 100 bik files and don't want to write output all by hand. |
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about bpk
how to make bpk use 1 thread.
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LOLZ Update Available by Profrager
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Here is lolz test update
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Fixed a jamb that occurs when compressed with a raw width and dxt with detector.
This is the same version that he threw off in one of the comments, he simply officially uploaded. Author:ProFrager |
uelr doesn't work with ME3
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https://github.com/ME3Explorer/ME3Explorer/releases |
uelr is working great with batman arkahm origins. thanks!
i gained ~2 gb more. |
LOLZ Update Available by Profrager
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Fixed hangup when unpacking only one folder via cls (the -ap option
in the friark). Changes only touched unpacker. Repacking does not require anything. |
Scaleform VideoEncoder Plus
(VIDEOS USM-FORMAT VEJAET IS OVERCOME EVEN IN REPAIRS OF GAMES SO TO REDUCE THE REDUCE SIZE - WE NEED TO REDUCE THE VIDEO BITTLE) Info is translated using Google Translate, so dont mind the mistakes ;) :D Link for more info:http://krinkels.org/resources/scalef...oder-plus.216/ Download Link: https://openload.co/f/j6XqUsjEjR8/Sc...deoEncoder.zip |
what is OGGRE. how can we use it?
BTW, it would be nice if anyone explain the use of libraries provided by Profrager. what settings can we use to achieve better compression. thanks |
lolz v21a6 [Jan 1 2018 19:38:26]
Settings: ----------------------------- detection settings ----------------------------- detection is enabled(-dt) use probs propagate(-dtp[0..1]): 1 use brute detect(-dtb[0..1]): 1 o1 detect(-dto[0..1]): 1 raw graphic mm detect(-dtm[0..1]): 1 width detect algo(-dtw[0..1]): 1 dxt detect(-dtd[0..1]): 1 --------------------------- multithreading settings -------------------------- mt type(-mtt[0..1]): 1 mt threads(-mt[1..16]): 4 mt block size MB(-mtb[2..512]): 192m ---------------------------- lz & parser settings ---------------------------- dict size in MB(-d[0..2047]): 192m num parser arrivals(-tt[1..256]): 4 parser hard lim(-oh[8..14]): 12 parser soft lim(-os[0..hard_lim]): 8 fb type A(-fba[0..4096,0=off]): 256 fb type B(-fbb[0..4096,0=off]): 0 calc all literals(-al[0..1]): 1 slow parser mode (mlr)(-x[0..2]): 0 ---------------------------- matchfinder settings ---------------------------- use only lz matchfinder (-rt[0..2]: 0) lz mf cycles(-mc[2..1023]): 128 ------------------------------- models settings ------------------------------ general models : use simple cm(-cm[0..1]): 1 context mixer o1 ctx (-bc[0..8]): 4 use only o1 nibble literal model (-lm[0..4]): 0 literal hi o1 ctx (-blo[0..8]): 8 literal lo o1 ctx (-bll[0..8]): 8 literal hi rep0lit ctx (-blr[0..8]): 4 match flag rep0lit ctx (-bm[0..8]): 4 all -p* settings are ignored due to using detect dxt models : dxt color(X) and alpha(Y) model (-dmXY[X[0..3], Y[0..4]]: 34) raw graphic models : color mdl options (-gmXY[X[0..2], Y[0..1]]): 00 |
I get "arc.exe stoped working" with DLZ compressor at the very end. Any suggestions?
Code:
[External compressor:dlz]Edit: nvm i just made a little mistake :D |
DLZ compressor is slow in decompression better off the lzma...
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for msrep:m5f:mem228mb:l256+4x4:b256mb:lzma:ultra:256m :a2:mfbt4:fb1024:mc100000:lc8 you need fazip with srep but you need large amount of memory for compression like 12gb, decompression ram 1gb (lzma) + srep...
you can find the tool in UltraARC page... |
there's enough threads on this forums to get you started...
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cls srep gives me can't create read mapping error why?
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did you use cls.ini for srep setting and include cls-srep_x64 and cls-srep_x86 with the new cls-srep ?
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i didn't edit cls.ini
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i tried another 64 bit srep.exe giving ERROR! Invalid option: -idx=00 |
I just cannot figure it out, lolz keep crashing but refer to cls-lolz even though I try to use packcmd exe only. The package does not come with cls.ini for lolz so I dont know what to put, I already tried search but found nothing clear on how this work. Can somebody tell me what exact content cls.ini should have to run lolz? Or even better, can I run exe for both packing and unpacking without cls(cause I hate it)? I dont see comp/decomp switches, only for detection...
arc.ini: [External compressor:lolz] header = 0 packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp cls.ini: ??? Files in FA\bin directory: cls-lolz.dll, cls-lolz_x86.exe, cls-lolz_x64.exe, lolz_x64.exe cmd: arc a -mlolz FILE.arc FILE Note when packing directly with lolz_x64.exe alone it works, but I dont think it can unpack without cls's. Also does anyone know if this thing support <stdio>? |
for compreesion i use lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 thank to Edison007...
for decompresion i use this setting for srep+lolz work fine for me use the new lolz 21a7... cls.ini no need for arc.ini [Srep] Bufsize=24m transfer_ReadBufSize=512k transfer_WriteBufSize=512k Memory=80%-512m TempPath={app} [lolz] Bufsize=512k transfer_ReadBufSize=512k transfer_WriteBufSize=512k MaxThreadsUsage=75% MaxMemoryUsage=75%-10m TempPath={app} |
lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 is it the best ratio for lolz?
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