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  #1  
Old 28-03-2022, 06:33
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L33THAK0R L33THAK0R is offline
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Tried to update my previous post but seems the forum hates me. For some reason FreeArc spazzes out if I try to combine TTA with any other external compressors (ie. srep & lolz)

Code:
Srep + Lolz: 
335,573,882 -> 183,504,594

TTA:
335,573,882 -> 209,287,460
Seems like I'll just have to hunt around for that elusive MSC decomp executable, or wait until krinkels membership payment vendor comes back online.
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  #2  
Old 29-03-2022, 01:33
kj911 kj911 is offline
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Quote:
Originally Posted by L33THAK0R View Post
Code:
Srep + Lolz: 
335,573,882 -> 183,504,594

TTA:
335,573,882 -> 209,287,460
Try it use TTA(MSC)+SREP+LOLZ combo? Or TTA+SREP+4x4 ? (msc+rep:256mb+4x4:tor:3:1mb+lzp:8mb:3:h22:d64mb)
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  #3  
Old 29-03-2022, 05:12
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Quote:
Originally Posted by kj911 View Post
Try TTA(MSC)+SREP+LOLZ combo? Or TTA+SREP+4x4 ? (msc+rep:256mb+4x4:tor:3:1mb+lzp:8mb:3:h22:d64mb)
As far as I know MSC only supports OptimFrog & TAK for "WaveForm Audio" packing, TTA seems to be only available through in-built functionality within FreeArc, when talking about using TTA for a FreeArc-based packing method. I'm not sure if its the header(s) within my arc.ini but unfortunately TTA refuses to cooperate with any other packing tool, such as LOLZ & SREP.
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  #4  
Old 28-03-2022, 08:50
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msc resources were shared here way before krinkels decided to make their resources "non-public" behind their "rulez" (for whatever reason).

If you search for it here you will find it I guess.
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  #5  
Old 28-03-2022, 11:35
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The Sims 4 [Deluxe Edition] (v1.85.203.1030 + All DLCs + Soundtrack)

Code:
xzlib+srep+lolz/$mp3=mpz
50GB ---> 30.3GB

18 hours needed.
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  #6  
Old 28-03-2022, 14:51
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Quote:
Originally Posted by Masquerade View Post
The Sims 4 [Deluxe Edition] (v1.85.203.1030 + All DLCs + Soundtrack)

Code:
xzlib+srep+lolz/$mp3=mpz
50GB ---> 30.3GB

18 hours needed.
bro, share please how you make repack Ghostwire with opotional 4kvideos and language, because i see only ucas and pak
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  #7  
Old 28-03-2022, 23:57
Masquerade Masquerade is offline
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Quote:
Originally Posted by kuyhaa View Post
bro, share please how you make repack Ghostwire with opotional 4kvideos and language, because i see only ucas and pak
4K Videos and language files are inside the PAKs. You can follow this tutorial.
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  #8  
Old 28-03-2022, 23:15
Dragonis40 Dragonis40 is offline
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Good morning everybody. As far as I know, one of the best settings to have a very high compression using lolz.exe is: dtb1:d512m:mtt1:mc1023. Is there any setting for higher compression? Maybe it's up to the files I want to compress, but are there any setting for higher compression? Thank you!!!
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  #9  
Old 01-04-2022, 14:10
Masquerade Masquerade is offline
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Death Stranding Director's Cut

1. Separate languages according to info here.

2. Remaining .bin files:

Code:
dst+oo2reck+srep+lolz
3. movies.mpk:

Code:
srep+zstd
Contains bink videos but not able to be patched out and back in afaik.

4. Languages:

Code:
dst+oo2reck+srep+zstd
69.1GB ---> 57.9GB (all languages)

Don't use srep v3.92b - crash during compression of main game bins.
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  #10  
Old 02-04-2022, 05:17
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Masquerade

share your xtool method for Weird West bro , are you modified .pak file ?
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  #11  
Old 02-04-2022, 13:25
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Quote:
Originally Posted by kuyhaa View Post
Masquerade

share your xtool method for Weird West bro , are you modified .pak file ?
Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)

1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd
Quote:
for /f "tokens=*" %%i in ('dir /b /s /a *.mp4') do cd.>"%%i"
3. Reimport your zero-bytes .mp4 to .pak file (qbms -G -w -r -r ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)
Attached Files
File Type: zip ue4_27.zip (2.9 KB, 16 views)

Last edited by dixen; 03-04-2022 at 03:58.
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  #12  
Old 02-04-2022, 21:16
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Quote:
Originally Posted by dixen View Post
Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)

1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd

3. Reimport your zero-bytes .mp4 to .pak file (qbms ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)

got it, thanks dude

btw, where are you get ue4_27.bms ? i didn't see on official
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  #13  
Old 02-04-2022, 22:30
Masquerade Masquerade is offline
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Dixen's method is correct, but I actually patched those videos out manually (not entirely sure why ) and put them back in with SFK.

As for the UE4 v4.27 script, you can grab that here: https://bayfiles.com/n2LfifT1x6/

I will post my data sheet today.
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  #14  
Old 03-04-2022, 02:10
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thanks bro, so i know the script from zenhax

Quote:
Originally Posted by Masquerade View Post

I will post my data sheet today.
gladly to wait
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  #15  
Old 11-04-2022, 23:20
fabrieunko fabrieunko is offline
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Quote:
Originally Posted by dixen View Post
Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)

1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd

3. Reimport your zero-bytes .mp4 to .pak file (qbms -G -w -r -r ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)

Hello, just a question when importing 0bit files, if I redo an extraction of mp4 files should I have 0bit files?
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