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#1
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Quote:
![]() xtool+srep+lz4:hc
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kassane (28-05-2018) | ||
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#2
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Protip #1:
Don't use OGGRE because on multi-channel audio, Unreal games, and some other games that has a special file on it. Use OGGRE on normal files. Protip #2: Don't use BPK because on rarely big .bk2 files over 200MB or alpha planes. Use BPK on normal files on some sizes with no alpha plane. Hint: Use radinfo.exe to check the file features. Last edited by Hexagon123; 13-03-2021 at 17:23. |
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#3
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ya this is old thread better to close it...
i gave up on compression a long time ago because of cheap storage
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#4
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What's Bufsize=512k In the Cls.ini?
Should it been left like that or it can be changed by the user? |
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#6
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See this old ESP compressor Github repository and get the "image24.raw" file...
The declared name "MM2" filter from 24bit images, better than LOLZ used versions? (ESP compressed to 333 bytes.) Classic LZMA wont compress in below 60+ KB sizes. LOLZ in get barelly smaller output. Code:
69 519 image24.7z 72 493 image24.dlz 2 610 image24.lolz 98 304 image24.raw Last edited by kj911; 12-10-2026 at 06:27. Reason: typo fix and extra questions added |
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#7
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This raw is probably some type of gradient, for which MM2 may have special filters. On real game 24-bit textures it won't produce such great benefit, quite the opposite, as my tests show.
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#8
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for msrep:m5f:mem228mb:l256+4x4:b256mb:lzma:ultra:256m :a2:mfbt4:fb1024:mc100000:lc8 you need fazip with srep but you need large amount of memory for compression like 12gb, decompression ram 1gb (lzma) + srep...
you can find the tool in UltraARC page... Last edited by doofoo24; 06-01-2018 at 11:08. |
| The Following User Says Thank You to doofoo24 For This Useful Post: | ||
EzzEldin16 (06-01-2018) | ||
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#9
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there's enough threads on this forums to get you started...
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