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What is the best compression method for .unity3d files ? Does it vary from game to game ?
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Mostly same as bundle files.
The file from that MOUSE game use lz4hc,l12 I guess |
yes i try but recover file have not the same size... and give crc error...
i also try -w -r -r and hdiff , but too big and to slow to recover |
Use unity plugin with the correct lz4 dll.
It must br good... |
Is there a easier way to find the correct version of zstd,lz4,oodle etc or do you just sit and test'em all one by one? :p
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You can just anticipate the range of libraries. This comes simply with experience over the years.
Examples: UE4/5 games will most likely never use 4.x libraries of oodle (the lowest I've seen is 2.7x in UE4, 2.8x in UE5). Unity engine will use most likely 1.9+ of lz4 libraries (if the files are compressed). I suggest using xtoolui for this purpose. |
Atomic Heart - Ultimate Edition
1 Attachment(s)
best compression method ?
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it's: xtool:mreflate+srep+lolz_normal No ecryption, no oodle, zlib like compression |
WWE 2K24
Code:
22:11:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.14:lib_2:dd3:l10,d128mbThe game use oodle hydra compression (same as 2K25 and 2K26) so without any plugin this is the best approach to use it Extracted and processed Wwise audio WWE 2K25 Code:
00:56:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.12:lib_2:dd3:l10,d128mbThe game use oodle hydra compression so without any plugin this is the best approach to use it Extracted and processed Wwise audio WWE 2K26 Code:
23:23:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.14:lib_2:dd3:l10,d128mbThe game use oodle hydra compression so without any plugin this is the best approach to use it Extracted and processed Wwise audio and bink2 videos |
Rayman Legends
Code:
Selected ARC/DS method for Data1a-01.bin was: |
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I haven't finish yet. I'm working on it, it's take time, it's around 17 hours to do a full compress. My last test is around 98gb compressed with all stuff (bonus + full game) and take 2 hour to uncompress For now i'm not satisfy about results |
whats the error here ? my machine has 6c12t + 16gb ram. tried on another similar machine, same results.
Code:
FreeArc 0.67 (March 15 2014) creating archive: data1.bin |
Hello
there is something wrong during the pass2 (recheck) it's more or less like a CRC error in memory during rebuild dedup You can try another version of srep (3.2 o the 4) Or you can try to change config: Quote:
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In some case it work with a slighty lower ratio. |
thanks for the help wareck, using 3.92b fixed it.
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-hash- just means there will be no crc check for srep. I added it because freearc already do this, so there is no need to make two crc checks, which will slow down things a bit.
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Pathologic3
For pathologic3 :
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My results with the last game update 26.5gb |
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Seond pass writes data...
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I know splitting file into multiple archives causes increase in size but how much exactly ? I splitted Black Myth Wukong into 4 and the final size is almost 102 whereas it should be around 96-97, or did i mess up some other thing? Used -d96m/128m -mtt1 -mt10 -mc1023 for lolz. Precompression as per wareck. Another thing I noticed that DODI used oo2reck+oo2recm and got to 94.95GiB with a single archive
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Frontier Paladin
Pre-processing:
inside Paladin\Content\FMOD\Desktop you will find many .bank files. extract all of them using bnkextr. you will find a lot of .ogg and some other files. merge all *.ogg files into a single solid file solid.ogg using bincat or anything else. delete the rest of the extracted files. make a hdiff patch from solid.ogg to Paladin\Content\FMOD\Desktop without any compression. Archives:
Final Size Code:
input -> 11,429 MB |
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Code:
-mue5:k0xA896068444F496956900542A215367688B49B19C2537FCD2743D8585BA1EB128+kraken+mermaid -c128mb -t90p -d1 --dbase |
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for now for Black Myth Wukong the best i've done is 96.9Gb
(full game, with optional bonus) Quote:
Data2 all other I do not use mue4 because it makes installation very slow and some time crc error (yes it's mue4 n mue5 do not work for this game ) I'm working on a new test, with bk2 extracted form pak16. just to check if give better ratio |
Can anyone share best compression method for Stellar Blade ?
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unreal engine crap.
do the usual I guess. |
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Here is the sample, still can't really find out what to use properly :( |
1 Attachment(s)
Use -mkraken and use the attached library
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Streams: 1506 / 1506 |
Indiana Jones and the Great Circle
Version 12th May 2026 Code:
Library loaded: v2.9.12\oo2core_9_win64_2.dll (CRC FCBE6F2C)You have to specifiy oodle kraken level, otherwise precompression will took forever. Sample: gameresources_0_hq_patch1.streamdb Code:
xtool:mkraken,l6Because it's idtech engine it is a bit tricky here. I looked through and I don't think plugin is possible, at least not configuration based. Edit: Looks like resources files are kraken level 4 and you need another library for these files. Like I assumed, I guess it's the same as in other games. Two different libraries for the game files. For resources files it looks like library v2.9.0 is the way to go. The library does not work for streamdb files of course. Edit 2: Here is the deal. Code:
streamdb - kraken l6 - oo2core_9_win64.dll (2.9.12_2) CRC FCBE6F2CCode:
gameresources_10.streamdb - (2.9.12_2) CRC FCBE6F2C |
Can anyone share the OGGRE_dec couldn't fine anywhere...tried CLS-OGGRE.dll but doesn't work
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1 Attachment(s)
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it doesnt work in stdio btw. |
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bank is most likely fmod audio. there you need other tools like vgmbox and such.
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you have to extract the actual audio data (ogg/wav) from the banks and then compress them using msc or oggre. and make a diff for the banks from extracted audio data. check this thread that explains it. |
The audio from Forza is adpcm afair so you cannot do much with it.
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