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  #1  
Old 26-09-2026, 06:57
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The extracted files should be extracted to output folder in RAW extension. It works fine here.

Make a batch file with this near xtool.exe and drag&drop the file onto batch file.

Code:
@echo off
CD /D "%~dp0"
if not exist "_output" mkdir "_output"

xtool.exe precomp -mogg -x"_output" %1

pause
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Old 26-09-2026, 07:05
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^
Seems to work fine now, I was thinking the raw couldn't be compressed with oggre lol.
Tested on the Extracted Audio.vox by xtool:
Code:
Compressed 747 files, 195,173,370 => 171,879,133 bytes. Ratio 88.06%
Compression time: cpu 0.22 sec/real 26.18 sec = 1%. Speed 7.46 mB/s
All OK
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  #3  
Old 26-09-2026, 07:08
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Glad you figured it out.

There is also wwise extraction. Very usefull because mesa lately fails everywhere.

You can extract all possible streams with xtool as long as xtool supports those streams.
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  #4  
Old Yesterday, 06:30
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Fields Of Mistria - Build 25397335/v1.0.5

1. Assets.zip
Extract it!
Make a hdiffz patch between the extracted folder to the original .zip file, patch should be 3.88 MB(with lzma2).

2. On the Extracted Folder:
.png & rest of the files:
Code:
mpng+srep+lolz
mpng=xtool precomp -reflate+png
.bank files:
Contains fmod vorbis audio so used This tutorial by masuqerade to process them.

Input: 620 MB
Output: 240 MB
Unpacking Time: 5 mins (Including Patching Time) on 8 threads
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Old Yesterday, 21:43
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CONTROL Resonant this game DiskSpan_GU Which method can we use for compression?
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Old Yesterday, 21:59
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^
Already explained by kaktor on this post
You can extract the wwise vorbis with xtool and then use oggre on the extracted data.
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Old Yesterday, 22:57
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Quote:
Originally Posted by Spinneret94 View Post
^
Already explained by kaktor on this post
You can extract the wwise vorbis with xtool and then use oggre on the extracted data.


Yes, I’ve seen it, but I have no idea how it’s done. If you know how, I’d be very happy if you could show me—whether through pictures, visuals, or a video, whichever is easiest for you.
And I have no idea if I'll be able to restore the original game files.

Last edited by bird2026; Yesterday at 22:59.
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Old Today, 00:06
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^
Sure, first you can extract the ogg using xtool like this:
xtool.exe precomp -mwwise+ogg -x"output" "Input.file"
You need to create the output folder before starting this! Input is your game file which contains the wwise vorbis audio, you can change it to the actual file name.

Then use xtool erase on the extracted folder to the game file:
xtool erase "Output\*" "Input.file" "Test.xtl"
Output is the extracted folder of vorbis, and input shall be your particular game file and the xtl is the small patch which will be used in future!
Then use oggre to compress the raw extracted files as usual.

Now to bring the back file to it's original state:
xtool decode "Test.xtl" "Output" "Input.file"
xtool will use the xtl file created earlier and the extracted folder of vorbis to put the files back into your Particular Game file!
PS: I don't have the game files myself so idk which of the files contains the wwise vorbis audio

I don't use Diskspan GUI anymore but there was a thing named callbefore and after batch..You have to use those to use the commands I explained to you

Last edited by Spinneret94; Today at 00:10.
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Old Today, 00:57
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Quote:
Originally Posted by Spinneret94 View Post
^
Sure, first you can extract the ogg using xtool like this:
xtool.exe precomp -mwwise+ogg -x"output" "Input.file"
You need to create the output folder before starting this! Input is your game file which contains the wwise vorbis audio, you can change it to the actual file name.

Then use xtool erase on the extracted folder to the game file:
xtool erase "Output\*" "Input.file" "Test.xtl"
Output is the extracted folder of vorbis, and input shall be your particular game file and the xtl is the small patch which will be used in future!
Then use oggre to compress the raw extracted files as usual.

Now to bring the back file to it's original state:
xtool decode "Test.xtl" "Output" "Input.file"
xtool will use the xtl file created earlier and the extracted folder of vorbis to put the files back into your Particular Game file!
PS: I don't have the game files myself so idk which of the files contains the wwise vorbis audio

I don't use Diskspan GUI anymore but there was a thing named callbefore and after batch..You have to use those to use the commands I explained to you
I would like to extend special thanks to Spinneret94 for the support provided; however, I was unable to succeed because I was trying to use DiskSpan_GUI.

Perhaps Kaktor can help via the assistance request channel.
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Old Today, 02:52
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They have changed something in game archives which will it make impossible to use the alan wake 2 method. But still I think they use lz4hc even for this title.

However looking at the scan profile for this game you should be able to get at least 80% ratio with simple srep+lzma, 70-75% with lolz and another 5-10% with wwise processing and bink compression.

Edit: As for wwise processing, well, good luck with that. I am out.
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Last edited by KaktoR; Today at 04:01.
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  #11  
Old Today, 09:34
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Control Resonant

bms2xtl.ini
lz4=lz4hc:l9

Code:
Streams: 283758 / 283758
  - lz4hc:l9 = 283758 (43,01%)
Patched: 0 (0,00 MB)

Size: 104 GB >> 164 GB

Time: 00:15:01 (CPU 00:52:58)
Thanks to Razor
Attached Files
File Type: 7z Alan_Wake_2_TOC-BLOB_mod.7z (1.0 KB, 5 views)
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Old Today, 10:03
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Quote:
Originally Posted by KaktoR View Post
Control Resonant

bms2xtl.ini
lz4=lz4hc:l9

Code:
Streams: 283758 / 283758
  - lz4hc:l9 = 283758 (43,01%)
Patched: 0 (0,00 MB)

Size: 104 GB >> 164 GB

Time: 00:15:01 (CPU 00:52:58)
Thanks to Razor
Alan_Wake_2_TOC-BLOB_mod.bms / DiskSpan_GUI v2.0.2.5_BETA / How can we use this feature? We have no idea; could we get some help? Or could you add this feature to DiskSpan_GUI version v2.0.2.5_BETA? Thanks in advance for your help, KaktoR.

Thanks to KaktoR & Razor—how can we use DiskSpan_GUI v2.0.2.5_BETA_2?

Last edited by bird2026; Today at 12:31.
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  #13  
Old 15-03-2018, 21:57
ZakirAhmad ZakirAhmad is offline
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Quote:
Originally Posted by Simorq View Post
GOW 4 uses unreal engine 4, does uelr work on this.
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Old 15-03-2018, 22:02
Sergey3695 Sergey3695 is offline
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Quote:
Originally Posted by ZakirAhmad View Post
GOW 4 uses unreal engine 4, does uelr work on this.
where did you find this? (Simorq's msg)
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Old 15-03-2018, 22:04
ZakirAhmad ZakirAhmad is offline
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Quote:
Originally Posted by Sergey3695 View Post
where did you find this? (Simorq's msg)
what???

https://en.m.wikipedia.org/wiki/Gears_of_War_4
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