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Compressed Batman arkham Orgins from 17.4gb to 7.79gb using srep nz uelr and lolz lzma
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you should also consider the de-compression because without the ability of getting your data back it's just a waste of time
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if u r saying that it will not decompress. It decompress successfully and all the files were md5 perfect. |
then you have done good and your data is safe
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uelr is indeed a great tool.
bpk is only good if you want to save some mb, it doesn't make any sense < 500mb i think. But if your game has f.e. 3+ GB of bink videos, it's great. lolz is too slow for me (reminds me of old precomp days, where compression take over 8 hours lol). oggre not tested yet, have not that much sample data for testing. |
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You gain the speed in decompression, lolz is faster than rz in decompression and can reach 250mb/s if your hdd can load it.
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The best thing what i like about lolz is it runs silently in background with disturbing u. u can do ur normal work with ur pc
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but profager's cls works great |
Same error? Will see
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bpkv0.2.6 is not compressing .bk2 files from GRID 2
Its not showing percentage, also the output is 0 byte size, any idea whats d issue here? i tried with .bik files and it proved successful |
I have a question about DLZ.
srep before or after DLZ processing? |
before...
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try dlz:cc2222:cm43:cu1:em1:d64m
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Thanks.
Unfortunatelly there are no infos about switches Code:
valid options: -slp -d[X] -lc[X] -lp[X] -fb[X] -mc[X] -ep[X] -dc[X] -em[X] |
there is in russian using google translate to english :
General options: -slp - includes an attempt to allocate large pages of memory to increase the speed of packaging. Options that affect any data: -d - specifies the dictionary for the package. Example: -d128m. The default is -d64m; -fb - sets the maximum match size for fast parsing in the parser. Similar to the corresponding option in lzma, but with the maximum possible value of 337. Default is -fb128; -mc - specifies the maximum number of search cycles. Similar to the corresponding option in lzma. The default is -mc1024. -ep - includes contextual modeling for the entire range of coincidence distances. In my tests for dds gives a permanent win. The default is -ep1. Options that affect all data except dds: -lc - sets the size of the context of the previous character to encode literals. It affects only normal data (all except dds and dds raw). Similar to the corresponding option in lzma. The default is -lc8. -lp - sets the size of the context of the current position for encoding literals. It affects only normal data (all except dds and dds raw). Similar to the corresponding option in lzma. The pb parameter is always set to -lp. The default is -lp4. Options that affect only dxt dds: -dc - sets the size of the context of the previous character to encode a literal that was not accepted by the parser as a "dxt literal". It only affects the encoding of dxt dds. Possible values: 0..8. The default is -dc8. -em - Enable or disable the encoding of special literals immediately after the repetition. It only affects the encoding of dds. Possible values: 0..1. The default is -em1. -cu - Specifies the type of update of the literals statistics. It only affects the encoding of dxt dds. The possible values are: 0..3. Which compression mode packs more efficiently depends on the data. The unpacking time increases with increasing value -cu (At -cu0, the unpacking time is approximately equal to the time lzma, at -cu3 - 2 times longer). The default is -cu0. Options that affect only raw dds: -pl - sets the model for the raw image. The possible values are: 0..3. 0 - disables detection of dds raw. 2 - the data is preprocessed, which consists in the usual subtraction of the current pixel value and the previous one, 3 is also preprocessing, but the value calculated by the MED predictor is subtracted from the value of the current pixel. By default -pl1; -pc - Specifies the size of the context for encoding the literal. It only affects raw dds coding. The possible values are: 0..8. The default is -pc8. CREDIT TO EDISON007... |
dlz:d256m:mc1024: pc0: pl1:dc0:em0
optimal settings |
Hi all !
Is it possible to use BPK with 4x4 ? If yes ,how ? I really dont understant the 4x4 parameters. 4x4:b128mb.... What is b128mb and depends on what ? TIA.... :) |
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is it possible with cls of srep provided by profrager to avoid creating temp files on disk.
i guess no one seems interesting in posting reply. |
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Btw regarding dlz and lolz, I recommend using them only on .dds files. Thats where they are specialized. Even in .dds files gain was questionable vs speed, saving ~1gb(or ~10%) with added ~2-3h+ of compression. Meh, internal FA's LZMA with lc8 is often more rational option. We simply hit the wall with LZMA where any more % gain add logarithmic scale of time wasted(and power). |
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@ZakirAhmad: Code:
[External compressor:oggre]Use oggre only. With lzma it is just a few MB, so not worth it after oggre. |
does UELR work with unreal engine 4 or just 3?
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^On all *.ogg files obviously. Maybe game archive that contain OGG files too, but have not tested yet.
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As profrager described, this is how to use oggenc_wwise:
wwise files are ogg files without headers. You need to ww2ogg to convert those ww files to ogg. Then apply oggenc_wwise. For decompression, the wwise dec will restore them to ww files(not ogg files). You may need to create a batch file to automate compression process. For normal ogg files, just use oggenc |
Thanks to Edison 007
Code:
.Wem CompressionCode:
ISDONE |
UELR have a "l" option that supposedly process "only lossless recoverable blocks". To me this sound important as if without it recompression would not be 1:1 crc exact? But I see nobody use this option as mandatory. Does anyone have better insight into this?
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Last time i checked it had no effect on crc (i used without -l option).
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i tried bpk on bk2 files of ac unity. it is not compresessing them showing motion video.
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I'm trying to get UELR to work with freearc to add it to my compression script (Ultimate Conversion Compressor), but I'm running into problems.
The attached image below shows what I get when I try to use UELR with arc.exe (manually by running command from CMD). My arc.ini for UELR is this: Code:
[External compressor:uelr]Code:
Arc.exe a -ep1 -r -ed -s; -w"PathToTemp" -dp"PathToGameFolder" -muelr "H:\Temp\Test.bin" "*" |
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[External compressor:uelr] |
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Get Even BioShock Infinite Mortal Kombat X (Uelr:x) |
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