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  #1  
Old 08-02-2018, 07:02
FitGirl FitGirl is offline
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Quote:
Originally Posted by shazzla View Post
Hi all !

Is it possible to use BPK with 4x4 ?
If yes ,how ?
I really dont understant the 4x4 parameters. 4x4:b128mb....
What is b128mb and depends on what ?
TIA....
You can't.
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Old 08-02-2018, 23:34
Sergey3695 Sergey3695 is offline
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Quote:
Originally Posted by shazzla View Post
Hi all !

Is it possible to use BPK with 4x4 ?
If yes ,how ?
I really dont understant the 4x4 parameters. 4x4:b128mb....
What is b128mb and depends on what ?
TIA....
The size of the block of packed data.
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  #3  
Old 09-02-2018, 03:55
ZakirAhmad ZakirAhmad is offline
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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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Old 11-02-2018, 15:22
elit elit is offline
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Quote:
Originally Posted by KaktoR View Post
oggre not tested yet, have not that much sample data for testing.
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.

Quote:
Originally Posted by Webster17 View Post
bpkv0.2.6 is not compressing .bk2 files from GRID 2
Its not showing percentage, also the output is 0 byte size, any idea whats d issue here?
i tried with .bik files and it proved successful
I also tried on bk2 before and it worked fine. Try command tools instead of cls.


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  
Old 11-02-2018, 19:49
ZakirAhmad ZakirAhmad is offline
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Quote:
Originally Posted by elit View Post
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.


I also tried on bk2 before and it worked fine. Try command tools instead of cls.


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).
how can we use oggre?
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  #6  
Old 12-02-2018, 00:07
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Quote:
Originally Posted by elit View Post
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.
You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
Code:
[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.
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Old 12-02-2018, 03:36
ZakirAhmad ZakirAhmad is offline
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Quote:
Originally Posted by KaktoR View Post
You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
Code:
[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.
BTW did u known the games on which oogre can be applied.
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Old 12-02-2018, 04:31
elit elit is offline
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Quote:
Originally Posted by KaktoR View Post
You can tell me on which files apply oggre_wwise? How to detect wwise audio?
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  
Old 12-02-2018, 02:27
danswano danswano is offline
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does UELR work with unreal engine 4 or just 3?
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  #10  
Old 12-02-2018, 03:39
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^On all *.ogg files obviously. Maybe game archive that contain OGG files too, but have not tested yet.
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Old 12-02-2018, 05:47
78372 78372 is offline
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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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Last edited by 78372; 12-02-2018 at 08:30.
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  #12  
Old 12-02-2018, 07:33
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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  
Old 14-02-2018, 06:42
elit elit is offline
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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  
Old 14-02-2018, 06:52
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Last time i checked it had no effect on crc (i used without -l option).
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Old 14-02-2018, 08:39
ZakirAhmad ZakirAhmad is offline
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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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