#286
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I heard Far Cry Primal uses modified lz4 and as for Watch Dogs, I have no idea how to use xcompress library in Delphi otherwise detecting its streams is easy.
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#287
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#288
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Hi Razor12911
Unreal Engine 3 LZO may be added in the future? XCOM 2, Outlast 2, Get Even |
#289
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to doofoo24: what liblz4 did you use for cod aw?
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#290
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I already tried this one, it doesn't expand anything (Only tried imagefile1.pak). Did you use xtool.ini?
I used this: packcmd = xtool.exe e ![]() By the way, note that you can find some of my repacks - Quantum Break (23.3 Gb) and outlast 2 (10.2Gb) on ygg if you are interested. You can erase this, I'm sure it's against the rules of the forum. |
#291
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Quote:
Please make sure the command line is correct first. "e:precomp:t4:v:c32:lz4" is heavily incorrect |
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ShivShubh (24-11-2019) |
#292
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Well, it seems it works with e
![]() Last edited by alfredd31; 01-06-2018 at 12:21. |
#293
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Quote:
Code:
Compressed 1 file, 153,906,476 => 312,811,044 bytes. Ratio 203.25 |
The Following User Says Thank You to Razor12911 For This Useful Post: | ||
ShivShubh (24-11-2019) |
#294
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bik reencoded at 70% indeed. Do you think you could get sth much better? probably not. I did nothing special just used srep and lolz.
Last edited by alfredd31; 01-06-2018 at 12:26. |
#295
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Quote:
This one is correct Code:
packcmd = xtool.exe e:precomp:t4,v,c32m:lz4 - - <stdin> <stdout> And you forgot a "m" for chunk size.
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#296
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Quote:
Quote:
Code:
HEAD "0f3b4c5b" SKIP 125 CMPSZ 8 DECMPSZ 8 READ CMPSZ DECMPSZ Idea is that most engines have similar structures, there are some headers, some data to skip, there is CMP and DECMP sizes info in between and then actual compressed data chunks. So instead of keeping maintenance for every new game/engine which rely on Razor to be here for us and kind enough to work on updates, this would make xtool more forward compatible for the future games without needing to constantly updating it. At least until codecs API's change. I know it will not be enough for every future game but it should cover plenty of them. I apologize for stupid question but was there specific reason for using extra "precomp" word, aka e:precomp... instead of just e:... d:... as was in ztool? To me it seems redundant as e: and d: already imply default behavior(encode vs decode) and precomp seem'd to me at first confused with precomp tool by schnaader. Also using different separators, aka ',' and ':' for specific areas of cmd make it prone to type error, as happened to me before and I seem to be not the only person. Pure ':'s in ztool were fine and easier for inclussion with other utilities IMO. BTW I am not complaining, this tool is fantastic and ultimate, just being curious about new design. |
#297
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Don't ask me, ask razor why
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__________________
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#298
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Quote:
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#299
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Quote:
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#300
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Quote:
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Thread | Thread Starter | Forum | Replies | Last Post |
Information about ZTool | 78372 | Conversion Tutorials | 72 | 10-10-2019 06:27 |
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ZTool (Ultimate Precompressor) | Razor12911 | Conversion Tutorials | 16 | 20-07-2017 07:56 |