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doofoo24 29-12-2017 14:03

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 ;)

KaktoR 29-12-2017 15:03

Anyone can send me the tools in PM?

doofoo24 29-12-2017 15:09

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

KaktoR 29-12-2017 15:14

Thank you

google translate:
Code:

bpk - compressor bink video files first and second version.
exe'shniks in the package handle only the file, cls dll'ki - batch by freearc'a. cls-bpk.dll is used only for compression (there is no decompressing part), cls-bpk_u.dll - only for unpacking (previously renamed to cls-bpk.dll).
% compression of the first version of bink is slightly better than the second, because as in the second case the authors of the format twisted the compression.
bpk compresses and decompresses into several threads. For the first version of bink, the average number of kernels used is 2-3, for the second version and up to 2x it does not hold.
On some KB2j with the alpha channel, there are definitely jambs in the processing. Samples are there, so you can not write about mistakes, there is no desire to fix.

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.
There are quite a few options in lolz, but some of them do not work anymore due to lack of need for them, but they are not removed from the codec yet. The default options are optimal in most cases.
Short description of the options:
Data Detection Options:
- dt [0..1] - enables / disables detection of pos_ctx / dxt / raw. no headings, everything is detected based on the analysis of data statistics. Default: -dt1;
-dtp [0..1] - enables / disables the transmission to subsequent blocks in the detector of statistics from previous blocks. Default: -dtp1;
-dtb [0..1] - turns on / off the search of all options regardless of heuristics. Default: dtb0;
-dto [0..1] - turns on / off the detection of the best positional o1 context. Default: -dto1;
-dtm [0..1] - enables / disables the detection of multimedia raw graphics. Default: -dtm1;
-dtw [0..1] - enables / disables the width detection for raw graphics and dxt textures;
-dtd [0..1] - enables / disables detection of dxt textures;
Multithread Options:
-mtt [0..1] - when multithreaded, indicates the mode of operation used. At 0, the dictionary size must be at least 2 times the block size. In this mode, the data for each thread will be loaded alternating with the size of the block. In this mode, in most cases, you can achieve better compression than in the second, but to unpack it will require as many streams as compression. At 1 each block is compressed separately, without dependencies from adjacent data, accordingly compression here is usually worse than in the first mode, but the number of streams for unpacking can be specified any. It is for this mode that the options are used from cls.ini MaxThreadsUsage and MaxMemoryUsage. Default: -mtt0;
-mt [1..16] - specifies the number of threads to process. With -mt1 and -mtt0, the usual sequential compression is obtained without loss of compression by dividing the flow into blocks. Default: -mt1;
-mtb [2..512] - specifies the block size in MB. For -mt1 -mtt0, the value also plays, but the minimum value. And more - does not mean better. Usually, for -mtt0, the optimal value is about 32-64mb, so the dictionary size should be more than 2 times larger. For the mtt1 mode, the dictionary size must be no more than the block size;
Basic options:
-d [16..2032] - the size of the dictionary in MB. Default: -d64;
-tt [1..256] is the number of paths considered in the optimal parser. Very strongly affects the speed and compression ratio, but not for unpacking. Do not ask more than 16, I assure you, it's not worth it. Default: -tt4;
-oh [8..14] - specifies the maximum number of bytes that the optimal parser will process at a time (2 ^ X). Default: -oh12;
-os [0 .. -oh ] - specifies the minimum number of bytes that the parser will process at a time (2 ^ X). Default: -os8;
-fba [0..4096] - specifies the size of the minimum match, at which the parser will not become very bothersome in the calculations. Decent compression is accelerated (twice in 2) with a slight loss of compression. At 0, these simplifications are turned off. Default: -fba256;
-fbb [0..4096] - THIS OPTION DOES NOT WORK FOR THE MOMENT. I asked even greater simplifications;
-al [0..1] - enables / disables the computation of the liter price, even if rep0 matches. Default: -al1;
-x [0..2] - includes slow modes of the parser operation with a miscalculation (almost) of all the lengths of the match found, as well as the options match + lit + rep0match. Very slow and merciless. And the benefits are very small. Simpler -tt add; Default: -x0;
Match search options (matchfinder):
-rt [0..2] - THIS OPTION AT THIS TIME DOES NOT WORK. I set the type matchfinder'a - lz, rolz or hybrid mode, but rolz did not live up to expectations and I made all the changes without taking it into account, so it does not work now; Default: -rt0;
-mc [2..1023] - Specifies the maximum number of bypasses of the binary match tree, after which matches for this position are no longer searched; Default: -mc128;
Model options:
-cm [0..1] - turns on / off the simple context mixer in some critical places, which mixes a couple of models in each place. When enabled, improves compression, but slows decompression. Default: -cm1;
-bc [0..8] - sets the level of influence of the previous byte to the mixer; Default: -bc4;
-lm [0..4] - THIS OPTION AT THIS TIME DOES NOT WORK. Defined the type of the "elementary" literal. Complex high-order models with cm showed themselves not very, so they abandoned, as well as rolz. Default: -lm0;
-blo [0..8] - specifies the degree of influence of the previous byte on the encoding of the upper part of the literal. Default: -blo8;
-bll [0..8] - specifies the degree of influence of the previous byte on the encoding of the lower part of the literal. Default: -bll8;
-blr [0..8] - specifies the degree of influence of the rep0lit byte on the encoding of the upper part of the literal. Default: -blr4;
-bm [0..8] - specifies the degree of influence of the rep0lit byte on the encoding of the match type flag. Default: -bm4;
-pc [0..4] - sets the position context for all encoding operations. Automatically ignored when the detective is on. Default: -pc2;
-dmXY (X [0..3], Y [0..4]) - specifies the model for encoding pairs of colors (X) and alpha channel pairs (Y). At the maximum value of each parameter, adaptive switching between models is used, with the speed of decompression being reduced, but compression is in most cases better. Default: -dm34;
-gmXY (X [0..2], Y [0..1]) - X - specifies the model for encoding raw graphics. At the maximum value, adaptive switching between models is switched on. However, in this case, rarely when you can see the gain from the adaptive mode. The 0 mode is mostly in the lead, but its unpacking is 2 times slower than the 1st mode. Y - includes update of model statistics when they were not used (for example, there was a long coincidence). For X0 and X1, usually gives a small gain in compression, but the speed drops by a factor of 2 (all depends on the data). In general, the most optimal is -gm00, it is also the default mode;
The

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.
In general, it compresses slightly better than lzma, it's decent for dds, but srep spoils everything.
The options are almost the same as those of lzma except:
-cc (context complexity), - cm (model complexity), -cu (context update), -dc , -em , -ep , -pc , -pl
I do not remember what they mean (the project is almost 5 years), and what I remember is too lazy to write. Who needs - will understand. The rest pass by.

Code:

UELR is a recompressor of unreal engine LZO streams.
I did it for a very long time, I do not remember anything, :sorry:

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.
To compress via freearc in arc.ini, you need to add something like this:
[External compressor: oggre]
header = 0
packcmd = oggre_enc.exe {options} $$ arcdatafile $$. tmp $$ arcpackedfile $$. tmp
and for unpacking use CLS-OGGRE.dll.

I also made a version for the compression of wwise vorbis separately - there they just removed all the ogg headers and code books. OGGRE compressor for wwise was done very much on the knee, so to encode a file you must first convert it using ww2ogg utility from .wav to .ogg and then press oggre_enc_wwise.exe. The instance unpacked through the oggre_dec_wwise will correspond to the .wav file, but without the WAVE header. Shorter than clean play.

PS if you do not understand how to use, or something will not work - these are your problems, I scored a bolt on this project.

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.
In general, the use of the filter does not change: we put all the filter files next to unarc.dll / exe and change the TempPath field to cls.ini, specifying the path to the tempo folder.


KaktoR 29-12-2017 15:20

1 Attachment(s)
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!

doofoo24 29-12-2017 16:43

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

ZakirAhmad 29-12-2017 22:23

arc.ini settings of all compressors please
 
please provide arc.ini packcmd and unpackcmd settings. thanks

78372 30-12-2017 00:12

2 Attachment(s)
Seems rz is better than lolz

78372 30-12-2017 00:22

Quote:

Originally Posted by ZakirAhmad (Post 465375)
please provide arc.ini packcmd and unpackcmd settings. thanks

Code:


[External compressor:dlz]
;options  = :d :lc :lp :fb :mc :ep :dc :em :cu :pc :pl
header = 0
packcmd  = dlz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:lolz]
header = 0
packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:uelr]
header = 0
packcmd  = uelr.exe uv $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:srep]
header = 0
packcmd = srep64 -m3f $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp


ZakirAhmad 30-12-2017 00:31

thanks but also unpackcmd and also for bink
 
bink also

78372 30-12-2017 00:38

Quote:

Originally Posted by ZakirAhmad (Post 465378)
bink also

bink doesn't need arc.ini, just use cls-bpk.dll

ZakirAhmad 30-12-2017 00:42

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

JustFun 30-12-2017 08:10

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?

78372 30-12-2017 09:14

Quote:

Originally Posted by JustFun (Post 465386)
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?

Make sure your decompressor is running as administrator

JustFun 30-12-2017 10:23

It is running as admin.

artag 30-12-2017 18:12

OMG! THANKS!

And Happy New Year!

KaktoR 01-01-2018 00:38

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.

78372 01-01-2018 06:34

Quote:

Originally Posted by KaktoR (Post 465433)
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.

Just use freearc

ZakirAhmad 01-01-2018 06:46

about bpk
 
how to make bpk use 1 thread.

78372 01-01-2018 08:49

LOLZ Update Available by Profrager
 
1 Attachment(s)
Here is lolz test update

oltjon 01-01-2018 09:30

1 Attachment(s)
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

KaktoR 01-01-2018 09:31

uelr doesn't work with ME3

doofoo24 01-01-2018 09:58

Quote:

Originally Posted by KaktoR (Post 465441)
uelr doesn't work with ME3

mass effect 3 uses zlib file, the dlc file you need to decompress them use me3
https://github.com/ME3Explorer/ME3Explorer/releases

artag 01-01-2018 14:39

uelr is working great with batman arkahm origins. thanks!
i gained ~2 gb more.

78372 03-01-2018 03:17

LOLZ Update Available by Profrager
 
1 Attachment(s)
Fixed hangup when unpacking only one folder via cls (the -ap option
in the friark). Changes only touched unpacker. Repacking does not
require anything.

JustFun 03-01-2018 04:49

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

ZakirAhmad 03-01-2018 07:32

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

oltjon 03-01-2018 11:47

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

KaktoR 05-01-2018 08:42

I get "arc.exe stoped working" with DLZ compressor at the very end. Any suggestions?

Code:

[External compressor:dlz]
;options  = :d :lc :lp :fb :mc :ep :dc :em :cu :pc :pl
header = 0
packcmd  = _Compressors\DLZ\dlz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

I just use -mdlz

Edit:
nvm i just made a little mistake :D

doofoo24 06-01-2018 06:39

DLZ compressor is slow in decompression better off the lzma...

doofoo24 06-01-2018 06:57

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...

doofoo24 06-01-2018 07:13

there's enough threads on this forums to get you started...

1234567890123 06-01-2018 10:52

cls srep gives me can't create read mapping error why?

doofoo24 06-01-2018 10:59

did you use cls.ini for srep setting and include cls-srep_x64 and cls-srep_x86 with the new cls-srep ?

78372 06-01-2018 11:02

Quote:

Originally Posted by 1234567890123 (Post 465637)
cls srep gives me can't create read mapping error why?

Run as administrator, ALWAYS

1234567890123 06-01-2018 11:57

i didn't edit cls.ini
Quote:

[Srep]
Bufsize=24m
Memory=80%-512m
TempPath=.\
if i run administrator bat file freearc says general (de)compression error in srep other compressors working fine
i tried another 64 bit srep.exe giving ERROR! Invalid option: -idx=00

elit 11-01-2018 19:06

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>?

doofoo24 11-01-2018 19:22

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}

1234567890123 12-01-2018 00:03

lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 is it the best ratio for lolz?

Andu21 12-01-2018 04:54

Quote:

Originally Posted by 1234567890123 (Post 465817)
lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 is it the best ratio for lolz?

Depends on the data, sometimes tt16 achieves a little more, and disabling and enabling dt modes as well.


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