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  #4711  
Old Yesterday, 00:06
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Spinneret94 Spinneret94 is offline
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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; Yesterday at 00:10.
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  #4712  
Old Yesterday, 00:36
bird2026 bird2026 is offline
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Quote:
Originally Posted by KaktoR View Post
^
This is not zlib. Most likeley same as Alan Wake 2 because it's the same game engine.

Code:
Processing input: G:\Control Resonant

Streams: 156742
  - zlib = 6235 (0,02%)
  - png = 4 (0,00%)
  - kraken = 73 (0,01%)
  - wwise (vorbis) = 149988 (13,49%)
  - bink (v1i) = 1 (0,00%)
  - flac = 17 (0,00%)
  - leviathan = 74 (0,01%)
  - bink (v2j) = 241 (5,75%)
  - bink (v2n) = 64 (0,43%)
  - mermaid = 21 (0,00%)
  - zstd = 24 (0,00%)
Spinneret94

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.

Hello Kaktor, I would like to ask you to prepare a "DiskSpan_GUI" configuration for the game *Control Resonant*—using the best available compression methods—similar to the pre-made database setups you have created for other games in the past; this is because the standard compression tools found in game centers are unable to compress this game effectively.
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  #4713  
Old Yesterday, 00:57
bird2026 bird2026 is offline
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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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  #4714  
Old Yesterday, 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; Yesterday at 04:01.
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  #4715  
Old Yesterday, 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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  #4716  
Old Yesterday, 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; Yesterday at 12:31.
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  #4717  
Old Today, 03:04
Redmist2013 Redmist2013 is offline
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Anyone know how to precomp a Unity game from 2016? The game is "Perfect Golf". I think the game's version of Unity didn't support LZ4 so it might be LZMA. Asset Studio can unpack the Unity3d files so they're not encrypted. Here is a sample.

https://gofile.io/d/uxHio4fZ

(180MB)
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  #4718  
Old Today, 03:29
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The Witcher 3 Wild Hunt Remastered

Looks like they switched completely to zlib only.
No more doboz+lz4hc.

But I have to wait until it's completely downloaded.

Edit:
Code:
Processing input: I:\SteamLibrary\steamapps\common\The Witcher 3

Streams: 568560
  - zlib = 412593 (59,35%)
  - brunsli = 1172 (0,46%)
  - zstd = 26 (0,00%)
  - mermaid = 3 (0,00%)
  - png = 409 (0,05%)
  - leviathan = 3 (0,00%)
  - mp3 = 42 (0,24%)
  - usm = 161 (6,87%)
  - kraken = 2 (0,00%)
  - wwise (opus) = 149187 (7,20%)
  - wwise (vorbis) = 4962 (4,93%)

Time: 00:06:06 (CPU 00:43:47)
The rest is criware usm video and audio
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Last edited by KaktoR; Today at 06:38.
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  #4719  
Old Today, 03:44
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Quote:
Originally Posted by Redmist2013 View Post
Anyone know how to precomp a Unity game from 2016? The game is "Perfect Golf". I think the game's version of Unity didn't support LZ4 so it might be LZMA. Asset Studio can unpack the Unity3d files so they're not encrypted. Here is a sample.

https://gofile.io/d/uxHio4fZ

(180MB)

lzma header
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  #4720  
Old Today, 04:29
Redmist2013 Redmist2013 is offline
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Quote:
Originally Posted by KaktoR View Post
lzma header
Any idea how to do LZMA with Unity? Would I need to get the exact lzma.dll from the old Unity SDK and do this?

xtool:munity
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  #4721  
Old Today, 04:43
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Not possible with this.

lzma recompressing is headache. You need the exact settings and so on. I believe even delta patching is not possible afterwards like with zip.

You can compress extracted files with Asset Studio again? See if this works.
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  #4722  
Old Today, 09:24
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The Witcher 3 Wild Hunt Remastered

Can anyone share the proper compression method for the remastered version, the one for the next-gen edition isn't working
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  #4723  
Old Today, 09:40
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Quote:
Originally Posted by Dunnowho69 View Post
Can anyone share the proper compression method for the remastered version, the one for the next-gen edition isn't working
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