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78372 23-01-2018 05:20

Quote:

Originally Posted by NexusIV (Post 466140)
Hi Friends,
someone can help me? I used this CLS (thx 78372) for compression and decompression via Prompt/Command (Arc a and Arc x) and it works great.

My problem is when I have to use it in my innosetup script.

I added this lines:

Code:

#Define Bpk

#ifdef Bpk
Source: include\Compressors\cls-bpk.dll; DestDir: {tmp}; Flags: dontcopy
#endif
...
...

#ifdef Bpk
ExtractTemporaryFile('cls-bpk.dll');
#endif

The setup is compiled correctly but when I start the installation "unarc.dll return error -1"

For information I have not included anything in my arc.ini since the CLS decompresses perfectly the same file ".bin" via Command.

Where am I wrong?

Thanks in advance & Best Regards

Various errors can be there, doesn't seem to be a cls error. Try with original cls unpacking from profrager, if the error persists, then it's not my cls error.

ZakirAhmad 24-01-2018 23:14

Compressed Batman arkham Orgins from 17.4gb to 7.79gb using srep nz uelr and lolz lzma

EzzEldin16 25-01-2018 02:54

you should also consider the de-compression because without the ability of getting your data back it's just a waste of time

ZakirAhmad 25-01-2018 03:17

Quote:

Originally Posted by EzzEldin16 (Post 466209)
you should also consider the de-compression because without the ability of getting your data back it's just a waste of time

Sorry i didnt understand what u said.
if u r saying that it will not decompress. It decompress successfully and all the files were md5 perfect.

EzzEldin16 25-01-2018 11:16

then you have done good and your data is safe

KaktoR 25-01-2018 11:32

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.

Mini 25-01-2018 15:16

Quote:

lolz is too slow for me
use 4x4:b64mb:lolz:mt1 xD

78372 25-01-2018 20:55

You gain the speed in decompression, lolz is faster than rz in decompression and can reach 250mb/s if your hdd can load it.

rambohazard 26-01-2018 03:10

Quote:

Originally Posted by KaktoR (Post 466226)
lolz is too slow for me (reminds me of old precomp days, where compression take over 8 hours lol).

If you have a lot of RAM and at least 8 thread in CPU, you can use "mt8"

ZakirAhmad 26-01-2018 09:49

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

1234567890123 27-01-2018 08:25

Quote:

Originally Posted by 78372 (Post 466169)
Various errors can be there, doesn't seem to be a cls error. Try with original cls unpacking from profrager, if the error persists, then it's not my cls error.

yes in inno setup i have error with your cls but not in cmd
but profager's cls works great

78372 27-01-2018 09:17

Same error? Will see

Webster17 03-02-2018 21:28

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

KaktoR 07-02-2018 12:38

I have a question about DLZ.

srep before or after DLZ processing?

doofoo24 07-02-2018 12:43

before...

doofoo24 07-02-2018 12:50

try dlz:cc2222:cm43:cu1:em1:d64m

KaktoR 07-02-2018 12:58

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]
              -cu[X] -pc[X] -pl[X]  -nd -i=[INF_FILE]

For what are those switches?

doofoo24 07-02-2018 13:04

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...

Mini 07-02-2018 14:04

dlz:d256m:mc1024: pc0: pl1:dc0:em0

optimal settings

shazzla 07-02-2018 22:32

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....
:)

FitGirl 08-02-2018 07:02

Quote:

Originally Posted by shazzla (Post 466499)
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....
:)

You can't.

Sergey3695 08-02-2018 23:34

Quote:

Originally Posted by shazzla (Post 466499)
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....
:)

The size of the block of packed data.

ZakirAhmad 09-02-2018 03:55

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.

elit 11-02-2018 15:22

Quote:

Originally Posted by KaktoR (Post 466226)
oggre not tested yet, have not that much sample data for testing.

I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.

Quote:

Originally Posted by Webster17 (Post 466401)
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 also tried on bk2 before and it worked fine. Try command tools instead of cls.


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).

ZakirAhmad 11-02-2018 19:49

Quote:

Originally Posted by elit (Post 466605)
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.


I also tried on bk2 before and it worked fine. Try command tools instead of cls.


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).

how can we use oggre?

KaktoR 12-02-2018 00:07

Quote:

Originally Posted by elit (Post 466605)
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.

You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
Code:

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

I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.

danswano 12-02-2018 02:27

does UELR work with unreal engine 4 or just 3?

ZakirAhmad 12-02-2018 03:36

Quote:

Originally Posted by KaktoR (Post 466610)
You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
Code:

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

I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.

BTW did u known the games on which oogre can be applied.

KaktoR 12-02-2018 03:39

^On all *.ogg files obviously. Maybe game archive that contain OGG files too, but have not tested yet.

elit 12-02-2018 04:31

Quote:

Originally Posted by KaktoR (Post 466610)
You can tell me on which files apply oggre_wwise? How to detect wwise audio?

I saw games before with such file extension, .wise/.wwise or something like that. You will know when you see them.

78372 12-02-2018 05:47

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

Simorq 12-02-2018 07:33

Thanks to Edison 007

Code:

.Wem Compression
FOR /R "test" %%w IN (*.wem) DO (
    ww2ogg.exe "%%w" -o "%%w.ogg" --pcb "packed_codebooks_aoTuV_603.bin"
    OGGRE_enc_wwise.exe "%%w.ogg" "%%w.ogr"
    OGGRE_dec_wwise.exe "%%w.ogr" "%%w.unp"
    xdelta3.exe -ef -s "%%w.unp" "%%w" "%%w.xd3"
 
    REM DEL "%%w.ogg" "%%w.unp"
    REM DEL "%%w"
)

Code:

ISDONE
function extract_wwise(CurComp: Cardinal; InputPath: String): Boolean;
var
  FindHandle, ColFiles, CurIndex: Integer;
  ExecError: Boolean;
  ogrFile, WavFile, OutFile, xd3file: String;
begin

  FindHandle:=ISFindFiles(CurComp, InputPath+'\*.ogr', ColFiles);
  ExecError:=false;
  while not ExecError and ISPickFilename(FindHandle, InputPath+'\', CurIndex, True) do begin
    ogrFile:=ISGetName( 0);      // FileName.ext.ogr (defaul .ext = .wem)
    WavFile:=ISGetName(1)+'.unp'; // FileName.ext.unp
    OutFile:=ISGetName(1);        // FileName.ext
    xd3file:=ISGetName(1)+'.xd3'; // FileName.ext.xd3
 
    ExecError:=not ISExec(CurComp, 0, 0, ExpandConstant('{tmp}\OGGRE_dec_wwise.exe'), '"'+ogrFile+'" "'+WavFile+'"' , ExpandConstant('{tmp}'), WavFile, False);
    DeleteFile(ogrFile);
    ISxDeltaExtract(CurComp, 0, 0,128, WavFile, xd3file, OutFile, True, True);

  end;
  ISFindFree(FindHandle);
  Result:=not ExecError;

end;



...

    if ISDoneInit(ExpandConstant('{src}\records.inf'), $F777, Comps1,Comps2,Comps3, MainForm.Handle, 16, @ProgressCallback) then begin
      repeat
        ...
        if not extract_wwise(0, ExpandConstant('{app}')) then break;
        ...
...


elit 14-02-2018 06:42

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?

KaktoR 14-02-2018 06:52

Last time i checked it had no effect on crc (i used without -l option).

ZakirAhmad 14-02-2018 08:39

i tried bpk on bk2 files of ac unity. it is not compresessing them showing motion video.

vollachr 16-02-2018 06:22

1 Attachment(s)
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]
header = 0
packcmd  = UELR\uelr.exe u $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

My command is this:
Code:

Arc.exe a -ep1 -r -ed -s; -w"PathToTemp" -dp"PathToGameFolder" -muelr "H:\Temp\Test.bin" "*"
Any ideas what the problem might be?

Simorq 16-02-2018 07:29

Quote:

Originally Posted by vollachr (Post 466732)
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]
header = 0
packcmd  = UELR\uelr.exe u $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

My command is this:
Code:

Arc.exe a -ep1 -r -ed -s; -w"PathToTemp" -dp"PathToGameFolder" -muelr "H:\Temp\Test.bin" "*"
Any ideas what the problem might be?

Only works with Unreal Engine LZO Repacker files.

Code:

[External compressor:uelr]
header = 0
packcmd  = UELR uv Input Output
datafile  = Input
packedfile = Output


vollachr 16-02-2018 07:56

Quote:

Originally Posted by Simorq (Post 466735)
Only works with Unreal Engine LZO Repacker files.

Code:

[External compressor:uelr]
header = 0
packcmd  = UELR uv Input Output
datafile  = Input
packedfile = Output


Not sure which games uses these type of files, can you give an example?

Simorq 16-02-2018 08:00

Quote:

Originally Posted by vollachr (Post 466741)
Not sure which games uses these type of files, can you give an example?

Outlast 2
Get Even
BioShock Infinite
Mortal Kombat X (Uelr:x)

vollachr 16-02-2018 08:15

Quote:

Originally Posted by Simorq (Post 466742)
Outlast 2
Get Even
BioShock Infinite
Mortal Kombat X (Uelr:x)

OK, thanks, I believe I have at least one of those, I'll use it for testing, hope it works correctly.


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