![]() |
1 Attachment(s)
Try with this custom sod2 scripts.
Credits to spiritovod |
Quote:
|
Quote:
|
How to compress *.naz files in total overdose, i need to make a lossy repack
|
Quote:
https://github.com/Michael0ne/TOD_to...r/naztozip.exe From there, you should be able to browse their contents and get a good look at what they contain. |
Someone checked "Atlas Fallen"? Looks like it is compressed with lz4f. XTool detects the streams but is not able to process them.
I tried with the script "thesurge2.bms" to unpack the files selecting the "toc" but quickbms gives error: https://t88.pixhost.to/thumbs/861/37...5_immagine.png |
Just use -mlz4f,l2
Code:
Compressed 1 file, 9,574,907 => 34,654,139 bytes. Ratio 361.93%Code:
[0] Processing lz4f stream at 0000000000000000 (1522893 >> 2066084 >> 1522889) using l2:b5:d0 has failed |
Quote:
Quote:
|
Atlas Fallen
*.dat -> xtool:mlz4f+srep+lolz [22.2GB >> 15.3GB]
*.webm -> mpz_pmt [3.15GB >> 3.10GB] Rest everything -> srep+lzma I also think audio\speech-german.fsb is a language file and can be skipped, or included in additional components. I'll run some checks on language and update |
I was compressing some *.big files and it was in a sounds folder, so i tried to use a media compressor and i run some tests
When i used the media compressor ratio is like 70-80% When i was not using them i was getting 10-20% This heavy difference is due to encryption? If anyone knows any tool to decrypt this file please share, these files are commonly found in EA Games |
What game and can you share a small sample?
|
Quote:
|
Quote:
|
@Fak Eid
Webm container supports only vorbis/opus audio. Mpz is not for compressing such files! Ok,you gain some megas. Btw mpz can compress almost everything with little gain. (In my experiences) Edit : Sry for "spamming". :) |
Tempest Rising Playtest
pak/ucas kraken bk2 kb2n I guess it will be still the case in final release. |
En Garde!
8.2GB ---> 5.7GB Used Oodle core v2.9.5 |
Judgment
Best Method Of Compression , plz! :)
|
Quote:
|
Dragon Ball Z Kakarot
v2.0 Code:
14:05:52 - Selected ARC/DS method for Data1a-01.bin was: xtool:c128mb:mzlib+xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000zstd for AWB files performs best if you don't want to deal with them in other ways. |
Hi, maybe someone know what best compress method for armored core VI. Thank you:)
|
Quote:
|
Hi
anyone know best compress for FIFA 23? |
Quote:
|
Quote:
|
Quote:
Quote:
Thank you:) |
Quote:
|
Quote:
|
Yeah I realised something was up from my rubbish size posted above. Dodi repack is 11GB smaller. :(
|
Quote:
https://i.ibb.co/DtN4VCw/202025.png Code:
Armored Core VI |
^
You can find out if you precompress the files in verbose mode with output and search for bink2 headers in hxd. Edit: I did the thing explained above and indeed, there are bink2 video files inside the bdt files aswell. Edit 2: Using bink2 xtool plugin on the unpacked data files https://i.imgur.com/0wgFfDt.png |
You don't need to precompress the data to find the bink2 data. It's there in plaintext.
Cut from mesa: Code:
Possible media at 0x00000002447F695E, size 38398252, type 'bk2' |
They duplicated the entire movies folder in Data0.bdt.
|
Lol, so 11gb worth of trash. Nice devs.
|
Code:
Found 1010.bk2 in Data0.bdt at 00000000388FE48AHowever you can cut the files out of Data0.bdt and reimport them back later with xtool again if you want. The game starts normally with cutted files and is playing intro movies (it reads the movies from the movie folder). For cut files Code:
xtool erase "movies\*.bk2" "Data0.bdt" ac6for.xtlCode:
xtool decode ac6for.xtl "movies" "Data0.bdt"CRC matching after erase/decode Code:
original Data0.bdt = 70E16A53 |
Quote:
|
When it comes to testing oodle libraries is it just trial and error like with testing LZ4 libraries? Haven't tackled a ton of Oodle titles and currently taking a crack at "Wolfenstein Cyberpilot". Testing with the included "oo2core_6_win64.dll" reveals with verbose mode in xtool that only level 4 streams are successfully processed, however the sample I'm using for testing only ~300/900 streams are processed with this resulting in only a 100.10% output. I should know how to deal with Oodle by now, but in the past I've been lazy and just read through the posts here to figure out which library to use.
|
@L33THAK0R
With XToolUI you can use library checker. |
Armored Core VI Fires of Rubicon
Code:
11:30:01 - Selected ARC/DS method for Data1a-01.bin was: xtool:mkraken,l9:core_2.8.14+xtool:dd3+4x4:lzmaPS: I don't know what's up with that sd.bdt file. Maybe someone can check it as it is not compressed with kraken. |
I think SD.bdt is sound data? Not sure :p
Armored Core VI Fires of Rubicon 1. Xtool erase Movies folder from Data0.BDT 2. Compress:
3: Xtool decode database you made in Step 1 to restore Data0.bdt. 59.7GB ---> 38.2GB |
Guys!
Those duplicated bk2 files in data0.bdt are required to run the game ? (Im away from my compo) |
| All times are GMT -7. The time now is 04:34. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com