Add Capcom's Devil May Cry 3 HD .mod hexpat (#415)

* Add Capcom's Devil May Cry 3 HD .mod hexpat

Hex Pattern file for Capcom's Devil May Cry 3 HD Collection's .mod (3D Models) files

* Update DMC3 HD Mod.hexpat

* Update DMC3 HD Mod.hexpat

* Update DMC3 HD Mod.hexpat

* Add files via upload

* Update README.md

* Rename DMC3 HD Mod.hexpat to dmc3_hd_mod.hexpat

* Delete patterns/dmc3_hd_mod.hexpat

* Delete tests/patterns/test_data/dmc3_hd_mod.hexpat.mod

* Add files via upload

* Update dmc3_hd_mod.hexpat

---------

Co-authored-by: haruse23 <mrjokeromar123@outlook.com>
This commit is contained in:
Nik
2025-07-08 23:51:54 +02:00
committed by GitHub
parent 1d41392215
commit fed5db4109
2 changed files with 166 additions and 0 deletions

View File

@@ -197,6 +197,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| ZIP | `application/zip` | [`patterns/zip.hexpat`](patterns/zip.hexpat) | End of Central Directory Header, Central Directory File Headers | | ZIP | `application/zip` | [`patterns/zip.hexpat`](patterns/zip.hexpat) | End of Central Directory Header, Central Directory File Headers |
| ZLIB | `application/zlib` | [`patterns/zlib.hexpat`](patterns/zlib.hexpat) | ZLIB compressed data format | | ZLIB | `application/zlib` | [`patterns/zlib.hexpat`](patterns/zlib.hexpat) | ZLIB compressed data format |
| ZSTD | `application/zstd` | [`patterns/zstd.hexpat`](patterns/zstd.hexpat) | Zstandard compressed data format | | ZSTD | `application/zstd` | [`patterns/zstd.hexpat`](patterns/zstd.hexpat) | Zstandard compressed data format |
| MOD | `3d-model/mod` | [`patterns/DMC3HD-Mod.hexpat`](patterns/dmc3_hd_mod.hexpat) | 3D Model files used in Devil May Cry 3 HD Collection |
### Scripts ### Scripts

165
patterns/dmc3_hd_mod.hexpat Normal file
View File

@@ -0,0 +1,165 @@
#pragma description Devil May Cry 3 HD .mod 3D model file
#pragma MIME 3d-model/capcom.dmc3-hd-mod
// author = haru233, many thanks to AxCut
// ImHex Hex Pattern File for Capcom's Devil May Cry 3 HD .mod files
import std.core;
struct ModelHeader {
char ID[4];
float Version;
padding[8];
u8 objectCount;
u8 boneCount;
u8 numberTextures;
u8;
u32;
u64;
u64 skeletonOffset;
padding[24];
};
struct ObjectInfo {
u8 meshCount;
u8;
u16 numberVertices;
padding[4];
u64 meshOffset;
u32 flags;
padding[28];
float X, Y, Z;
float radius;
};
struct Positions {
float positions[3];
};
struct Normals {
float normal[3];
};
struct UVs {
s16 uv[2];
};
struct BoneIndices {
u8 boneindex[4];
};
struct Weights {
u16 weight[1];
};
struct MeshSCM {
u16 numberVertices;
u16 textureIndex;
padding[12];
u64 VerticesPositionsOffset;
u64 NormalsPositionsOffset;
u64 UVsPositionsOffset;
padding[16];
u64 unknownOffset;
u64;
padding[8];
Positions positions[numberVertices] @VerticesPositionsOffset;
Normals normals[numberVertices] @NormalsPositionsOffset;
UVs uvs[numberVertices] @UVsPositionsOffset;
};
struct Mesh {
u16 numberVertices;
u16 textureIndex;
padding[12];
u64 VerticesPositionsOffset;
u64 NormalsPositionsOffset;
u64 UVsPositionsOffset;
u64 BoneIndicesOffset;
u64 WeightsOffset;
padding[8];
u64;
padding[8];
Positions positions[numberVertices] @VerticesPositionsOffset;
Normals normals[numberVertices] @NormalsPositionsOffset;
UVs uvs[numberVertices] @UVsPositionsOffset;
BoneIndices b_index[numberVertices] @BoneIndicesOffset;
Weights weights[numberVertices] @WeightsOffset;
};
struct Hierarchy {
u8 hierarchy;
};
struct HierarchyOrder {
u8 hierarchyorder;
};
struct Unknown {
u8;
};
struct Transform {
float x;
float y;
float z;
float length; // sqrt(x*x + y*y + z*z)
padding[16];
};
struct Skeleton{
u32 hierarchyOffset;
u32 hierarchyOrderOffset;
u32 unknownOffset;
u32 transformsOffset;
};
ModelHeader modelheader @ 0x00;
ObjectInfo objects_info[modelheader.objectCount] @ 0x40;
u32 objectOffset;
struct Object {
u64 i = std::core::array_index();
if (modelheader.ID == "SCM ") {
objectOffset = objects_info[0].meshOffset;
MeshSCM meshscm[objects_info[i].meshCount] @ objects_info[i].meshOffset;
} else {
objectOffset = objects_info[0].meshOffset;
Mesh mesh[objects_info[i].meshCount] @ objects_info[i].meshOffset;
}
};
Object objects[modelheader.objectCount] @objectOffset;
Skeleton skeleton @modelheader.skeletonOffset;
Hierarchy hierarchy[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.hierarchyOffset);
HierarchyOrder hierarchyorder[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.hierarchyOrderOffset);
Unknown unknown[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.unknownOffset);
Transform transform[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.transformsOffset);