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#3
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is it possible with cls of srep provided by profrager to avoid creating temp files on disk.
i guess no one seems interesting in posting reply. Last edited by ZakirAhmad; 09-02-2018 at 23:22. |
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#4
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Quote:
Quote:
Btw regarding dlz and lolz, I recommend using them only on .dds files. Thats where they are specialized. Even in .dds files gain was questionable vs speed, saving ~1gb(or ~10%) with added ~2-3h+ of compression. Meh, internal FA's LZMA with lc8 is often more rational option. We simply hit the wall with LZMA where any more % gain add logarithmic scale of time wasted(and power). |
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#5
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Quote:
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#6
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Quote:
@ZakirAhmad: Code:
[External compressor:oggre] header = 0 packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp Use oggre only. With lzma it is just a few MB, so not worth it after oggre.
__________________
Haters gonna hate
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#7
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Quote:
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#8
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I saw games before with such file extension, .wise/.wwise or something like that. You will know when you see them.
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#9
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does UELR work with unreal engine 4 or just 3?
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#10
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^On all *.ogg files obviously. Maybe game archive that contain OGG files too, but have not tested yet.
__________________
Haters gonna hate
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#11
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As profrager described, this is how to use oggenc_wwise:
wwise files are ogg files without headers. You need to ww2ogg to convert those ww files to ogg. Then apply oggenc_wwise. For decompression, the wwise dec will restore them to ww files(not ogg files). You may need to create a batch file to automate compression process. For normal ogg files, just use oggenc
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NOT AVAILABLE Last edited by 78372; 12-02-2018 at 08:30. |
| The Following 3 Users Say Thank You to 78372 For This Useful Post: | ||
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#12
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Thanks to Edison 007
Code:
.Wem Compression
FOR /R "test" %%w IN (*.wem) DO (
ww2ogg.exe "%%w" -o "%%w.ogg" --pcb "packed_codebooks_aoTuV_603.bin"
OGGRE_enc_wwise.exe "%%w.ogg" "%%w.ogr"
OGGRE_dec_wwise.exe "%%w.ogr" "%%w.unp"
xdelta3.exe -ef -s "%%w.unp" "%%w" "%%w.xd3"
REM DEL "%%w.ogg" "%%w.unp"
REM DEL "%%w"
)
Code:
ISDONE
function extract_wwise(CurComp: Cardinal; InputPath: String): Boolean;
var
FindHandle, ColFiles, CurIndex: Integer;
ExecError: Boolean;
ogrFile, WavFile, OutFile, xd3file: String;
begin
FindHandle:=ISFindFiles(CurComp, InputPath+'\*.ogr', ColFiles);
ExecError:=false;
while not ExecError and ISPickFilename(FindHandle, InputPath+'\', CurIndex, True) do begin
ogrFile:=ISGetName( 0); // FileName.ext.ogr (defaul .ext = .wem)
WavFile:=ISGetName(1)+'.unp'; // FileName.ext.unp
OutFile:=ISGetName(1); // FileName.ext
xd3file:=ISGetName(1)+'.xd3'; // FileName.ext.xd3
ExecError:=not ISExec(CurComp, 0, 0, ExpandConstant('{tmp}\OGGRE_dec_wwise.exe'), '"'+ogrFile+'" "'+WavFile+'"' , ExpandConstant('{tmp}'), WavFile, False);
DeleteFile(ogrFile);
ISxDeltaExtract(CurComp, 0, 0,128, WavFile, xd3file, OutFile, True, True);
end;
ISFindFree(FindHandle);
Result:=not ExecError;
end;
...
if ISDoneInit(ExpandConstant('{src}\records.inf'), $F777, Comps1,Comps2,Comps3, MainForm.Handle, 16, @ProgressCallback) then begin
repeat
...
if not extract_wwise(0, ExpandConstant('{app}')) then break;
...
...
Last edited by Simorq; 12-02-2018 at 07:37. |
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#13
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UELR have a "l" option that supposedly process "only lossless recoverable blocks". To me this sound important as if without it recompression would not be 1:1 crc exact? But I see nobody use this option as mandatory. Does anyone have better insight into this?
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#14
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Last time i checked it had no effect on crc (i used without -l option).
__________________
Haters gonna hate
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#15
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i tried bpk on bk2 files of ac unity. it is not compresessing them showing motion video.
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