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#11
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OK so I'd like to start by apologising to you for denying the use of xtool zlib, this is the first UE3 game I've seen use zlib on tfc/upk archives:
Code:
SAMPLE - xzlib Compressed 24 files, 1,926,995,396 => 7,144,830,307 bytes. Ratio 370.78% Compression time: cpu 1.89 sec/real 94.48 sec = 2%. Speed 20.40 mB/s All OK How to use:
Compression method explanation: xprecomp = xtool, configured for zlib. srep+lolz - srep to remove duplicates and lolz for main compressor. If you want to use lzma2, swap lolz for "7z". What does $wem mean? This is a mask, and masks are a way of using multiple compression methods in one archive. Each mask (and the file types included by it) is included in arc.groups. This allows the main data to be compressed with xtool,srep,lolz then the audio gets compressed with srep,razor(pmt). PMT is a chunk based accelerator for slow compressors like mtx, but ASIS doesn't have MTX yet, so PMT is what to use. Because PMT is chunk based, we run srep beforehand to catch duplicates. You can define a mask using the arc.groups file, and the grouping must begin with $groupname: Code:
Example: $help *.bin *.blob If that's a bit confusing, I'm sorry! |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
rishikrap (23-12-2020) | ||
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