The game uses DXGI_FORMAT_R8G8B8A8_SNORM when building the D3D11
input-layout for what CW called Dec3N.
Updated XML import/export to correctly read these values.
When a drawable hash was unknown, it kept the "filename.#dd" name so
exporting to XML lost the hash and importing it back created a broken
file.
Now if the hash is unknown, the name is set to `hash_1234ABCD`, and XML
import checks for `hash_`.
This would "fix" the exported xml from having "22" in the embedded texture's format block.
In before this 22 prevents the xml file from importing into blender via Sollumz, caused the common error "KeyError:22" when some people editing weird-making mods.
`ShaderGroup.ShaderGroupBlocksSize` (aka `Unknown_30h`) contains the byte size divided by 16 of the ShaderGroup block and its children blocks, when they are packed contiguously in the resource file.
`DrawableBase.DrawableModelsBlocksSize` (aka `Unknown_9Ah`) is similar but with the size of the `DrawableModelsBlock`.
Incorrect values can cause crashes when the model is unloaded.
Discussed here https://discord.com/channels/329138547833700352/329142468102586368/1139264754767122533