A BMS script and a Noesis script written for the Xbox 360 version of Marvel Avengers: Battle for Earth.
BMS script for unpacking while Noesis python script for textures handling.
Great thanks to AceWell for his effort on opening textures correctly!
Note that some files are shared by different .xpr archives so if you're asked what action to take when using the same output path overwrite or just skip them.
An Obj Converter can be found here
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Marvel Avengers: Battle for Earth X360 .xpr file unpacker
- Bigchillghost
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Marvel Avengers: Battle for Earth X360 .xpr file unpacker
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Last edited by Bigchillghost on Wed Nov 29, 2017 1:41 pm, edited 2 times in total.
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Re: Marvel Avengers: Battle for Earth X360 .xpr file unpacke
could be ATI2 or somethingBigchillghost wrote:The normal maps always look wrong
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Re: Marvel Avengers: Battle for Earth X360 .xpr file unpacke
Currently I'm only able to handle some simple DXT1 or DXT5 pixel format images and have little knowledge of other stuffs.AceWell wrote:could be ATI2 or something
Maybe you want to have a look?
.xpr samples
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Re: Marvel Avengers: Battle for Earth X360 .xpr file unpacke
ok here is a Noesis python script that can open all the textures in your xpr sample files
the script mostly consist of converted parts of your bms script and chrrox's xpr Noesis script here
viewtopic.php?f=18&t=8102
a couple of things:
1. if a texture has transparency, the viewport will always display it and a texture may appear invisible
if the alpha covers the whole image, press F11 to toggle viewport transparency.
2. if you export all the textures from the xpr (or any library), the first texture exported is always named the
same of the library that contained the image regardless of the name assigned by the script, i think this is
a long standing quirk of the program and i know no way to correct this either.
supports dxt1, dxt5, dxt1 packed normal map, and rawthe script mostly consist of converted parts of your bms script and chrrox's xpr Noesis script here
viewtopic.php?f=18&t=8102
a couple of things:
1. if a texture has transparency, the viewport will always display it and a texture may appear invisible
if the alpha covers the whole image, press F11 to toggle viewport transparency.
2. if you export all the textures from the xpr (or any library), the first texture exported is always named the
same of the library that contained the image regardless of the name assigned by the script, i think this is
a long standing quirk of the program and i know no way to correct this either.
You do not have the required permissions to view the files attached to this post.
Last edited by Acewell on Tue Aug 01, 2017 3:44 am, edited 1 time in total.
- Bigchillghost
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Re: Marvel Avengers: Battle for Earth X360 .xpr file unpacke
Um, nice script! I bet I can learn a lot about tex formats from this example then. Thanks!AceWell wrote:ok here is a Noesis python script that can open all the textures in your xpr sample files
I've updated the bms script, and simplified your python script to handle directly .bfe files, where I added the 0x40-byte entry to texture data as their headers.AceWell wrote:2. if you export all the textures from the xpr (or any library), the first texture exported is always named the
same of the library that contained the image regardless of the name assigned by the script, i think this is
a long standing quirk of the program and i know no way to correct this either.
So this problem is solved now.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe