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Handyman Corporation
Generate a database for Oodle Kraken using "unreal_tournament_4_0.4.27c_paks_only.bms". Don't use oo2reck - it seems to have a memory leak during decompression (eating up all your ram) and is insanely slow. For the pak file, use your database with XTool dedup (requires srep.exe) and add lolz. For the rest use rz. 2GB --> 1.3GB |
Results for most TT LEGO Games
Tools used:
oggre + msc + srep + lolz Note applicable for all titles: MSC does work on a majority of the .wav/.mp3 loose files as well as the container files used in some titles, such as the "LEGO Harry Potter" titles as well as the "LEGO Middle-Earth" titles, however it's recommend to do a bulk test on all applicable files as there are a fair few instances of CRC-mismatches and there isn't an easy means to identify this without testing. The same can be said for all applicable Vorbis audio. Newer waveform audio in the "*.ADP" container format cannot be processed currently. I haven't tested to see if the engine will accept re-coded audio in the standard and compressible PCM format, given the fact the engine used for all TT titles (bar maybe the Skywalker Saga, given its a fairly considerable engine revision) is building upon the foundations of the previous iteration, it might (?) be possible to do so. Same can probably be done for the various incompatible "*.ogg" files given the format is the same, and some chunks just don't play well with Oggre. Files ripped: Non-English Loc., unused left-over files from the console releases & left-over demo-exclusive files. Final notes: - All tests were based off the latest clean GOG/Steam RIPs. - Some decompressed sizes may be slightly larger than what others may experience as I tend to include any and all QoL fixes/mods as included offerings, and only include larger less critical mods like the soundtrack replacement mods for the various licensed titles by TT, as optional component offerings. /////////////////////////////// LEGO City Undercover 15.20 GiB >>> 5.07 GiB LEGO Harry Potter: Years 1-4 8.54 GiB >>> 1.77 GiB LEGO Harry Potter: Years 5-7 12.20 GiB >>> 2.73 GiB LEGO Indiana Jones: The Original Adventures 5.77 GiB >>> 1.41 GiB LEGO Indiana Jones 2: The Adventure Continues 7.15 GiB >>> 1.50 GiB LEGO Jurassic World 20.70 GiB >>> 4.52 GiB LEGO MARVEL Super-Heroes 9.38 GiB >>> 2.30 GiB LEGO MARVEL Avengers 22.30 GiB >>> 5.30 GiB LEGO MARVEL Super-Heroes 2 26.73 GiB >>> 7.43 GiB LEGO Middle-Earth: The Lord of the Rings 8.07 GiB >>> 2.24 GiB LEGO Middle-Earth: The Hobbit 8.75 GiB >>> 2.69 GiB LEGO Movie Videogame, The 9.79 GiB >>> 3.89 GiB LEGO Movie Videogame, The 2 15.00 GiB >>> 3.65 GiB LEGO Ninjago Movie Videogame, The 29.60 GiB >>> 6.09 GiB LEGO Pirates of the Caribbean: The Videogame 11.70 GiB >>> 2.17 GiB LEGO Star Wars - The Complete Saga 9.39 GiB >>> 1.61 GiB LEGO Star Wars III - The Clone Wars 9.78 GiB >>> 2.10 GiB LEGO Star Wars: The Force Awakens 28.10 GiB >>> 6.61 GiB LEGO The Incredibles 22.70 GiB >>> 4.61 GiB LEGO Worlds 4.36 GiB >>> 1.24 GiB LEGO DC Batman: The Videogame 8.02 GiB >>> 1.32 GiB LEGO DC Batman 2: DC Super Heroes 5.62 GiB >>> 1.26 GiB LEGO DC Batman 3: Beyond Gotham 12.10 GiB >>> 3.33 GiB LEGO DC Super-Villains 26.14 GiB >>> 6.62 GiB |
Days Gone query
1 Attachment(s)
Quick question for anyone who's given "Days Gone" a go, has anyone been able to process both the oodle and zlib streams present in the title's "*.pak" archives? I've been using oo2reck (since xtool seems to only be able to use one oodle library and both a "oo2core_7*" & "oo2core_8*" are required to grab all (or at least the majority) of oodle streams. I've tried using both "oo2reck + xtool_0.3.21 (zlib+reflate) + srep + lolz" as well as "xtool_0.3.21 (zlib+reflate) + oo2reck + srep + lolz" but to no avail, interestingly the latter combination results in ~15mins of memory usage with srep and disk write operations, but unfortunately also results in a -11 (corrupt archive) FreeArc decompression error code.
If anyone has had any luck or knows how to get xtool to use both libraries I'd be very much interested in any tips anyone would be willing to offer. Attached are the libraries I've found to be the most effective. |
Quote:
Code:
[External compressor:xtool1] |
A plague tale requiem (1.4.0.0 - build 10113825)
Code:
Game Size: 47/4 GB Code:
xtool:c256mb:mzlib:mpreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc128:lc8 Code:
30.5 GB Code:
xtool:mreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc1024:lc8 Code:
32.3 GB |
A Plague Tale: Requiem
v1.4.0.0, ripped languages from soundbanks Code:
10:58:07 - Selected ARC/DS method for Data1a-01.bin was: xtool:mreflate+xtool:db:dd3+4x4:lzma |
Dead Space Remake
Code:
Library loaded: zstd_145\libzstd.dll Code:
20:14:55 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzstd:zstd_145+xtool:db:dd3+4x4:lzma |
Days Gone woes vol. 2
Seems like no matter how I go about attempting to pre-compress this title, I'm unable to pick up all the oodle streams, as a last resort I'm going to try unpacking the core 2 "*.pak" archives as a dirty solution and see if any gains can be had with this approach. Attached image displays my last two attempts to process all the Oodle streams with XTool (0.6.9).https://i.imgur.com/IPQmy0M.png
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PowerWash Simulator [v1.1]
Use SREP v3.2 due to crash on newer versions. Don't use XTool built in deduplication. Code:
xtool_unity+srep+lolz |
Interesting results from packing significantly recoded H.264 video
A while back I took a shot at a title, "Trek to Yomi", which contains ~260mb of H.264 video, encoded at an exceedingly silly bit-rate. Linked here is a sample of my re-encoding.
The below figure should speak for itself, but after tuning ffmpeg a fair bit, I managed to get quite an extraordinary outcome, coupled with srep & lolz, a result of a 328x improvement with a near imperceivable loss in fidelity. https://i.imgur.com/BgwlKUG.png Has anyone else had any similar success stories? It's got me wondering how and why these algorithms were able to process these lower bit-rate frames in such an efficient manner compared to the original lossless files. (And yes before anyone asks I did verify the archives to be valid) |
For the records:
I recommend use CRF (lets say ,its constant quality) instead of targeting bitrate. |
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Then give a shot for
Selur's Hybrid. Not ffmpeg. I used it for encode TBs of x265 movies.. |
Days Gone
xtool (0.3.21) + srep + lolz
42.26 GiB >>> 19.4 GiB Ripped: Non-Eng. Loc., ~10 MiB of startup videos Note: the entire "sfpaks" folder can be deleted, I'm surprised others that have tackled this title don't seem to know it just contains CRC-perfect duplicates of data contained within the 2 primary "*.pak" archives. In my conversion I unpacked the archives to remove the need for oodle pre-compression, honestly there are only ~200 MiB of zlib/reflate streams (See Figure 1) to be processed which only results in a ~60 MiB improvement (See Figure 2) over just sticking with srep + lolz. In this form there are only ~6 MiB of Oodle streams to be processed. Interestingly enough I found on my system, when testing for ~1hr to make sure everything worked properly, I encountered fewer stutters during game-play when using the unpacked files. Figure 1 https://i.imgur.com/Knsc4jq.png Figure 2 https://i.imgur.com/Hp0zUv6.png |
Hogwarts Legacy
Game used oodle kraken Quote:
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@dixen
Also bink2 videos are kb2n, so bpk is useless here. Damn, I guess next year at the least bpk will be useless entirely for new titles :( |
Epic Games owns Unreal Engine and Rad Tools so its a free for all when it comes to Unreal Engine games using Bink Video and Oodle compression. The latest Bink version is KB2n so it's this year that BPK will be obsolete for newer titles.
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Bright Memory: Infinite
Code:
*.pak Code:
*.bsa Code:
*.assets Code:
*.assets Code:
Ripped - Trial executable Code:
This is compression of the full version with all DLCs and depots included Code:
* Code:
*.bundle Code:
*.assets Code:
Hk_project-WindowsNoEditor.pak Code:
Ripped - Soundtrack Code:
rz/$gd=srep+lolz Code:
rz/$gd=srep+lolz/$bik=bpk Code:
*.assets |
Returnal has Leviathan inside. Unpacking on 24-threads CPU takes 3 hours and saves only 4 GBs compared to pure srep+lolz, don't bother.
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I am newbie. this is what it says to me when I use it Skipped VO_MEDIA.PC.PCK (Larger than 2147483647)
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Note: Skip works provided you have used the correct oodle library. Code:
Compressed 1 file, 462,045,227 => 1,175,858,081 bytes. Ratio 254.49% Quote:
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Did now the test.xtl file appeared, but the file itself did not change the size. what to do next with this file? file size does not decrease after erasing
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The file will not change the size, but it is better compressable because the erased files are just overwritten with zero bytes (00).
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Thanks, got it)
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Big welp Code:
Extracted 1 file, 1,175,857,894 => 462,045,227 bytes. Ratio 254.49% |
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Don't worry, I've read it :D
It was just meant as another information :p |
Football Manager 2023
5GB ---> 2.4GB libzstd v1.4.7 used. |
Atomic Heart (DEV BUILD)
*.pak XTool (zlib)+sdrep+lzma2 78 gb > 84 gb > 59 gb > 28.7 gb Rest Files srep+lzma2 Repack's size = 29.7 gb Install time = ~7 min. |
Can anyone tell me something about the new settlers game? Seems to be zstd mostly and some zlibs aswell but couldn't get much out of it. Seems like 1.5.0 library is the correct one.
Code:
Streams: 2887/11649 https://pixeldrain.com/u/jzeJThv3 |
3 Attachment(s)
For zstd streams
Attachment 33904 Attachment 33905 The version is 1.5.1 or 1.5.2, not 1.5.0 For deflate streams Attachment 33906 so... png+reflate and -d1 Code:
-mreflate+png+zstd:l16 -d1 Code:
Streams: 11977/11984 |
Thanks, seems my collection was a bit out of date..
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https://fileforums.com/showpost.php?...2&postcount=97 |
Assassin's Creed Valhalla
v1.7.0, all DLC, 1 language Code:
12:34:56 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:core_2.8.4+xtool:db:dd3+4x4:lzma |
Has anyone found a reliable way to rip localized audio from "Quantic Dreams" PC ports (i.e. Heavy Rain, Beyond Two Souls, Detroit Become Human)? I've only found a semi-reliable unpacking utility for "Detroit Become Human", but even then recent builds of the titular title cause the unpacker to crash. All titles only use deflate/zlib for compression, but annoyingly it seems everything, including the audio and pre-rendered Bink videos are also compressed, making ripping the streams a tad tricky.
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Hello im having trouble with the game Raft. Its the newest version using clean steam files. I am using DSG newest version with ASIS installer also newest version. I have used them both without issues in the past on many games this is not a new setup. The compression goes fine but always the same error message on multiple computers at the end of installation. https://ibb.co/TTx1T2t
the compression i have tried is Srep + Lolz (number 4 in predefined on DSG) and Xtool 2020 (zlib) srep + lolz (number 12 in predefined) .... i dont know much about what to use for what types of games just getting into that part so please go easy on me if this is obvious. Usually i use number 12 and then if errors switch to number 4 and i rarely have issues even though i know this isnt "the best" it usually at least works. Any help is appreciated or pointers. And sorry if my error has nothing to do with compression type thats part of what im trying to narrow down. TIA |
Evil West (1.0.5)
Code:
33/1 GB *.BK2 Other Files Code:
xtool:c128mb:mzlib:mpreflate:db:dd3+lolz:mtt1:mt8:mc256 Code:
25.9 GB |
Resident Evil 5 [Build 10544787]
Code:
xtool_zlib_reflate_dedup5+lolz Code:
oggre Code:
srep |
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