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#1
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First, we start by extracting the pak file to see what's inside. Next you find the video/file whatever you want to rip out. Open HxD and drag into it your pak file - the "big file" - and your the file you want to rip. Next we highlight the first few lines of the rip file on the hex side (do NOT select the decoded text side) and CTRL+C to copy the data to clipboard. We move to the big file and CTRL+F and go to "Hex values" tab. We paste what we just copied and hit ENTER. HxD will search the file for the matching hex values in the file. Depending on the size of the file + amount of data you selected, this can take quite long! When HxD finds the data, it will show highlighted. Next, we go to the top of the window and change where it says "hex" to "dec" (this is because SFK only supports decimal offsets). Go to the start of the highlighted data that hxd presents you with, and you can right click and click Copy Offset (or ALT+INS on keyboard). Open a notepad doc, nothing special, and paste the offset. After copying the first offset, go back to the rip file and go right to the very bottom and copy from the bottom upwards some hex data (be careful, some videos such as binks can have repeating data at the end so you will need to copy until the data starts to differ). Go to the big file and search again with this new hex values. Note that here, it's a good idea to set the search filter to forwards only since going backwards is useless and wastes our time! Once you find the end offset, copy it again and paste it into the notepad. I like to sort mine a little like this: Code:
8476305309 - 8490311604 - example.mp4 7249864117 - 7615226644 - bonus.mp4 Make sure your HxD is set to Dec and not hex otherwise this next step won't work (you will get an error saying "file does not contain offset") In the first box, paste the first offset we copied. In the 2nd box, paste the second offset we copied. Ignore the length box, HxD determines it on it's own. Now select the block and you now have the full ripped file selected within the big file. Next, we right click, and click "Fill Selection". Choose to fill with 00s (this is selected by default, so you can just press ENTER in the window that appears). 00 is just empty space. You will notice the hex data that was there previously now goes all to red 00s. The data has been removed. Now you can hit CTRL+S to save the file. HxD is very kind to you and makes a backup file with .bak extension of the unchanged file (again, can take a while depending on the size of the file). After done, the red 00s will become black. The file has saved. Congrats! You just ripped out a video from a big file. To patch the video back in, we can use sfk - bat file: Code:
sfk partcopy <ripped_file> -allfrom 0 <big_file> X -yes A completed bat would look something like this: Code:
sfk partcopy example.mp4 -allfrom 0 mygame.pak 8476305309 -yes |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
:( Sad8669 (16-07-2021) | ||
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#2
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Is there a public collection of file-lists for REEngine titles? Both the QuickBMS and RETool unpacking functions require a list to unpack the ".pak" archives and I can only seem to find such a list for "Devil May Cry 5".
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#3
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This may be useful to you |
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#4
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#5
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Can't thank you enough for taking your time out for me and the community.
I know how painful it is to demonstrate a Practical thing Theoretically. This whole para, i am gonna read it carefully when i get to it. |
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#6
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Ok so i read the whole process, everything went smoothly.
Lets talk about RE8 specifically. Ripping the video outta the big file using HxD doesn't reduce its actual size. Then what is the point? Or does it decreases upon compressing? Also why patch files back once ripped? they are optional anyway, or was that a reference for universal use? |
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#7
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Last edited by L33THAK0R; 16-07-2021 at 06:43. |
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#8
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Imagine you have 5 different coloured squares, each compress to a varying level of goodness: ![]() Now, blue squares repesent videos, they don't compress well at all. So we use HxD to remove the blue square, leaving white empty space: ![]() The big file size (represented by the black border around the squares) doesn't change. The space is still there, but nothing is occupying it, it's empty. Empty space compresses well, because there's nothing there to compress. Since you took out a file that doesn't compress very well, you have just saved yourself loads of time when compressing under lolz, since lolz is slow. If you only use something like LZMA which is a bit faster, the speed gain becomes less prevalent. Quote:
Repacks intended to be lossless, but when you remove data from a file, you break CRC perfection. So, you put the files back in and everything is fine. Ofc you can keep it out if you want, you get a smaller repack in the end. Some games have completely unused files inside the big files - take Just Cause 4 as example, instead of fixing their videos, they just re-rendered new videos and just slapped them into the patched data folders. The old videos are still in the game, but the game just doesn't read them. IIRC there's over 3GB of unused videos in that game (including the credits video to Just Cause 3!) - so ripping them out of the archives saves you not only time in compression and final compressed size. Other times it's useful to just patch data out in order to compress it differently. E.g. you can patch the bink videos out of Just Cause 4 and compress them with bpk, whereas if you used lolz without tampering with the archives, you'd get a larger size since lolz doesn't work on bink videos. Hope that explanation wasn't too all over the place
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| The Following 2 Users Say Thank You to Masquerade For This Useful Post: | ||
:( Sad8669 (16-07-2021), rambohazard (16-07-2021) | ||
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#9
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Ahhh i see, that makes sense xD.
But as you said, when space is empty it compresses well, which means in the final compressed data, the size of the video will removed right? and about the languages, panker1992 mentioned English Only and gave blocks of just ENG files but we are actually ripping languages other than English so how we get rid of other languages? or the ones mentioned were other than English? Sorry for being a numbskull and Thanks! |
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#10
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hello people
![]() There is a serious business here and i have created a lil bit of chaos BTW my Final Size for RE8 = 16.1GB I am explaining and i will take RE8 For exampleThis game has total of 5.9 GB of audio plus videos files It has 9 languages which as audible not subs of anything totalling 2.25 GB Movies Total 1.79GB Rest is ambient Music Game Just generic Music Why in sevel hells would anyone with a mind compress this title altogether with lolz?? What I did was simple Remove all Videos and all Audios and ambient music etc and compressed textures aka tex files from the game down to 15 GB then i saw what video files are optional and removed them around 1GB of videos are optional how the game is made and what artist and directors did etc so all of those gone then i took the videos the game uses for the game and re encode them making them 70% smaller. Then i took 8 out of 9 spoken languages and completely removed them that is another 2 GB in final size. Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size. you separate them all pack them and patch in the files at the end.
__________________
My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
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#11
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Do you have a sample to listen to? I'm quite interested in how noticeable the quality loss is with ".wem" encoding!
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#12
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This kind of interesting chaos is always welcome.
What i asked was that, are these audio files other than English? Code:
Block 1 721910965 807697466 731727462 em1000_v_dialogue.pck.3.x64.en Block 2 2422899086 2493439908 2422899086 em1110_v_dialogue.pck.3.x64.en Block 3 18114998188 18152135580 18119034210 em1150_v_dialogue.pck.3.x64.en Block 4 20249490548 20294360582 20254537491 em1230_v_dialogue.pck.3.x64.en Block 5 19302022331 19349746976 19302022331 em1260_v_dialogue.pck.3.x64.en Block 6 5506437541 5556561515 5506437541 em1262_v_dialogue.pck.3.x64.en Block 7 841520222 871463738 841520222 em1300_v_dialogue.pck.3.x64.en Block 8 20294360583 20341650467 20294360583 em1302_v_dialogue.pck.3.x64.en Block 9 18394439764 em1310_v_dialogue.pck.3.x64.en 18394439764 18438588281 Block 10 -- this one is 500mb 6100084475 6599324197 6100084475 pl1000_dialogue.pck.3.x64.en Block 11 -- this one is also big 300mb 156083303 470684395 191024214 movie_chapter3_dialog.pck.3.x64.en Block 12 20354417983 20417554742 20361475021 em1320_v_dialogue.pck.3.x64.en Block 13 18251704719 em4070_v_dialogue.pck.3.x64.en 18251704719 18380860641 Block 14 18454440446 18491950561 18454440446 em1330_v_dialogue.pck.3.x64.en Block 15 18217131131 18251704718 18220993113 em1370_v_dialogue.pck.3.x64.en Block 16 20180356416 20241899672 20187235043 em4103_v_dialogue.pck.3.x64.en Block 17 20079047866 20126111173 20079047866 em4105_v_dialogue.pck.3.x64.en Block 18 975582092 1008712930 975582092 pl2000_dialogue.pck.3.x64.en Block 19 Optional? 3261758961 3291738439 3265076495 movie_bonus_dialog.pck.3.x64.en Block 20 18082008046 18103123619 18084365781 em4130_v_dialogue.pck.3.x64.en Block 21 18606474237 18632973839 18606474237 em4104_v_dialogue.pck.3.x64.en Block 22 18152135581 18171592518 18152135581 em4090_v_dialogue.pck.3.x64.en Block 23 18171592519 18216296126 18171592519 em4000_v_dialogue.pck.3.x64.en Block 24 20126111174 20144293480 20126111174 em4100_v_dialogue.pck.3.x64.en Block 25 20144293481 20162068318 20144293481 em4101_v_dialogue.pck.3.x64.en Block 26 20162068319 em4102_v_dialogue.pck.3.x64.en 20162068319 20180356415 Block 27 18438588282 18454440445 18440377385 em4110_v_dialogue.pck.3.x64.en Block 28 6619741253 6630105302 6620935170 em4430_v_dialogue.pck.3.x64.en Block 29 6601679701 6612262879 6602864723 em4400_v_dialogue.pck.3.x64.en Block 30 956084055 967211189 956084055 em4122_v_dialogue.pck.3.x64.en Block 31 945198973 956084054 945198973 em4121_v_dialogue.pck.3.x64.en Block 32 937121945 em4120_v_dialogue.pck.3.x64.en 937121945 945198972 Block 33 18380860642 18394264859 18382352586 em4070_v.pck.3.x64.en Block 34 5458135716 5506437540 5458135716 em1261_v_dialogue.pck.3.x64.en |
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#13
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Well,
The blocks Remove entire 9 languages at once and i chose to patch back only ENGLISH i can show you how to patch another language instead of english if that is what you desire GOD- i need a team chat so i can have a ncie talk with you guys Leethakor sample is here https://drive.google.com/file/d/1d86...ew?usp=sharing If you find any difference i will give you my tricks and tools ![]() PS Edit i forgot BGM = Background Music and it is patched back in after decompression it doesnt get lost
__________________
My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
| The Following User Says Thank You to panker1992 For This Useful Post: | ||
L33THAK0R (16-07-2021) | ||
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#14
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#15
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Which Blocks are the English ones (those you patch back) lmao.
This shit is getting crazier. Also if i extract a file and make it 00 with hex, and then patch it back, will it be the same as doing the offset process? Last edited by :( Sad8669; 16-07-2021 at 08:49. |
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