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  #2791  
Old 03-02-2022, 21:08
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Read this : https://fileforums.com/showthread.php?t=104859
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  #2792  
Old 04-02-2022, 02:55
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God of War BNK Sound Files- Update II

I have already posted about .sbp files of GOW and how to extract them, however i failed to provide a method to compress them while keeping CRC. Here it is,

What do you need?

- HxD Editor
- QuickBMS & armyoftwo.bms
- HDiffz or any delta patcher

Notes :
- This is not efficient at all.
- This method is based on theory (It should work though).
- Barely a 2~3 MB gain from 80 MB files (there are two of them).
- WemTool doesn't work on localized sound banks.
- Time Consuming
- While Nulling the files, make sure to use *.wav and *.dat

Method:

1. First you have to make the .sbp files compatible with QuickBMS. Follow the link.

2. After converting the .sbp to a compatible version, create diff patches between them, since you deleted a good amount of Hex code, although the patch should be smaller.

3. Extract the new compatible bank using QuickBMS, create a copy of the extracted folder, and null the inside files, follow this guide. Upon extraction, you will see alot of .wavs and .dats, meaning that you are in trouble and you will need to rename them to .wem to make it work with WemTool. (Use PowerRename or anything)

4. During installation, decode the the files using WemTool, then rename them back to their original names . Reimport them using QuickBMS and use the diff patches to patch the data you removed in step 1.

Quick Tip:

If you are willing the convert the .sbp to compatible version, open it with HxD, search for "BKHD", convert the code to dec, click on the "dot" before BKHD, note the offset, Use Ctrl+E then select from 0 to whatever offset you noted when you searched for BKHD.

For Example :
Code:
lvl_stn000.sbp  | 0 - 18527 |
lvl_helr000.sbp | 0 - 16735 |
lvl_peak000.sbp | 0 - 21599 |
lvl_hel000.sbp  | 0 - 14687 |
lvl_alf000.sbp  | 0 - 44127 |
lvl_foot000.sbp | 0 - 7007  |
lvl_riv000.sbp  | 0 - 22367 |
lvl_stn950.sbp  | 0 - 5471  |
Thanks to Masquerade, dixen and everyone.
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Last edited by :( Sad8669; 04-02-2022 at 02:58.
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  #2793  
Old 05-02-2022, 11:38
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Dying Light 2
*.bik -> bpk works
*.rpack, navmesh -> just use srep+lolz/lzma/...
*.dat -> zlib
streams_<lang>.aesp -> some ogg files are inside (~97% ratio)
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Last edited by KaktoR; 05-02-2022 at 11:43.
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  #2794  
Old 05-02-2022, 21:17
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Dying Light 2 - Movies

Uses Bink 1 format so bpk works for sure, also stated by KakTor.
This game comes with two versions of movies, FHD and 4K.

Movies Folder [1.51 GB] [FHD only]
Code:
Initial Size : 1.51 GB
Final Size : 1.13 GB
Method: BPK
Movies Folder [4.40 GB] [Both 4K + FHD]
Code:
Initial Size : 4.40 GB
Final Size : 3.21 GB
Method: BPK
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  #2795  
Old 05-02-2022, 23:06
fabrieunko fabrieunko is offline
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Quote:
Originally Posted by KaktoR View Post
Dying Light 2
*.bik -> bpk works
*.rpack, navmesh -> just use srep+lolz/lzma/...
*.dat -> zlib
streams_<lang>.aesp -> some ogg files are inside (~97% ratio)


Hello, when there are several styles of files how to make a single BIN?
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  #2796  
Old 06-02-2022, 00:13
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Masked compression is your good friend.

Check this out : https://fileforums.com/showthread.php?t=97530

Don't read too much, just the bit where its about masked compression.

A game contains files of different formats, so as you said several styles of algorithms are used with desired formats.
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  #2797  
Old 06-02-2022, 00:32
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Quote:
Originally Posted by fabrieunko View Post
Hello, when there are several styles of files how to make a single BIN?
xtool+srep+lolz/$bink=bpk/$aesp=oggre

Make an arc.groups file in the same location as arc.exe and put this:

Code:
$Default

$bink
*.bik
*.bk2

$aesp
*.aesp
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  #2798  
Old 06-02-2022, 01:40
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The LEGO Movie 2 Videogame

Step 1: Unpack DAT archives using QuickBMS and this script.

Step 2: Apply TTMagic patch (Koalyptus Framework).

Step 3: Compress:

Code:
srep+lolz/$ogg=srep+LZMA2/$fmv=srep+LZMA2
  • You can rip the NXG folder inside the MOVIES folder because since only the DX11 game executable is patched by Koalyptus framework, the NXG videos will never be used.

14GB ===> 4GB

Last edited by Masquerade; 06-02-2022 at 04:26.
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  #2799  
Old 06-02-2022, 02:42
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OUPSsss sorry

Last edited by fabrieunko; 06-02-2022 at 05:19.
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  #2800  
Old 06-02-2022, 04:21
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Quote:
Originally Posted by fabrieunko View Post
Hello I would like to test to learn but where to find the game?
Forum Rule 1
https://www.fileforums.com/showthread.php?t=54193
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  #2801  
Old 06-02-2022, 10:14
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SIFU

*.pak not used zlib or kraken but

Total encrypted UE records 35470/35497

AES key for ue4d
Code:
0x40A266F41FDBCE91312FBB86060D2E9425B7D922C0CF0031F634CAD9AECB49DA
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  #2802  
Old 06-02-2022, 10:34
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Steel Division 2 v67500 + All DLCs + Bonus Content

Code:
xtool:reflate+srep+lolz
66.2GB ===> 30.6GB

Notes:
  • DO NOT use ZLIB codec for XTool, crash on decompression.
  • Not much point in separating bonus content, just keep it in main archive.
  • 20 hours max needed for this one, especially if you lolz which needs about 17 hours on its own.

Last edited by Masquerade; 06-02-2022 at 10:37.
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  #2803  
Old 06-02-2022, 10:48
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There is some WWise Audio in SIFU (especially Chinese voiceovers) but the PAK is encrypted and this is not something I am 100% certain you can tamper with. I know QuickBMS reimporting does not work here.
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  #2804  
Old 07-02-2022, 02:33
fabrieunko fabrieunko is offline
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hello, how did you get 9.8Gb?
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  #2805  
Old 07-02-2022, 04:45
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Quote:
Originally Posted by fabrieunko View Post
hello, how did you get 9.8Gb?
Who? SIFU?
ue4d+srep+lolz
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