Dant's openSA wiki is probably your best bet to start, though I don't know how much he and others have documented what you're asking for. Other than that, download Dolphin, check out InternetExplorer's beginner coding guide and start studying Brawl's code.
I see..... keep in mind that I already improved the other Simon since the public release and the hair texture was significantly improved from the last time since I learned how to make a hair texture from scratch. I also cleaned up the topology and also added a few hair bangs for the front in that Simon, but had to stop because I hit my tri limit that I try to stay under to keep things silky smooth. I suppose I should release the version with the updated model when the Toon Link BrawlEx module gets more stable(I think it's results screen article coding is borked).
The numbers you see are only the number of things on screen not the whole model, the whole model is near about 7K tris(Simon's face model has movable lips and eyelids, not multiple faces since it's built for the former and has far too many tris for the latter), which is my limit.
For this other Simon I have a lot more breathing room so I'll give it a shot.
How many tri's in the face? 5k seems like a lot for the size of the screenshot.
Your classic Simon looks pretty good for a start, though. Mind if I ask how you intend to proceed with the model?
Slow and Steady. made a new fur model that has new textures, edited the hair model as well, but I need to resolve a problem I failed to do before; the hair texture itself.
As you can see I need it to not do that.
For those that are curious, this is how I mapped it. The hair texture was made from scratch, but how would I get that to stop happening? Stretching and skewing it helps a little bit, but not nearly enough.
You should relax the unwrap a bit. You can do this through Tools > Relax... and selecting "Relax by Edge Angles" (though you can experiment as much as you please). Simply click relax to begin relaxing your selected UV island. This is usually used as a starting point; you will need to make adjustments.
Also, I recommend observing how the designers of Brawl made hair (and everything else) in-game. Most of the time, they use small planes to shape it as opposed to one solid polygon.
In your character's case I believe he would look best if he used the FE series' "style." This applies to all areas of designing the character, from the poly count to the overall colour and saturation/lighting in your texturing. Observe Marth, Roy and Ike to get an idea of what your character would look like had he been designed with their aesthetic style in mind.
Imo, if you want P:M-level detail, start from the ground up. Use the model you have to make some good concept images of what Simon would look like in Brawl. Get a good idea of how his model is generally going to "work" on your boneset (extra topology on joints, optimizing textures etc) and edit your model accordingly (although a new model is something to consider). There's a lot of other stuff too (I recommend looking up the Dota 2 art guide and Dota 2 Light Baking tutorials. They are highly informative when it comes to general game design, and their general message can be applied to Brawl.)
Assuming things again Dant? Did he say he wanted someone to fix them? Did he ask for someone to fix them? No he didn't, so stop trying to assume you know what he thinks and kicking other people down. We're all on the same level on humanity, learn to understand that. Some are smarter then others, but that doesn't place them above any other person. Again with the assumptions. Who says 99% won't learn? Who says they're too lazy? There's PLENTY of people around that want to learn and study it. There's plenty who tried and failed and who need help with it. Ever crossed your mind that some people have trouble learning but have the will to continue? I highly doubt it, with the replies you've been making good sir.
Perhaps it's time to rethink some things and actually contribute to helping instead of calling people lazy and unwilling to learn
He did admit to the theft, so the least I could do is go and remove his name from every code listed on the OP. At the moment, these have his name (Are these codes 100% PMBR's work? If so, I'll gladly go and remove his name from them):
This has been said more than enough times, but considering how far away and how limited the final product seems like it'll be, you guys should probably understand that a number of users would rather use this version instead of what may (or may not?) be coming "later".
Maybe the PMBR cannot appreciate a code-ridden game if it may crash under very specific circumstances, and would rather wait months, only to get a non-txt version of the code. That doesn't mean everyone shares the same opinion.
This thread is the pinnacle of disrespect. Dantarion, one of the founders of Brawl modding in general, is turned down (rudely) when he requests that his (stolen) codes be removed. Regardless of whether it's against the rules or not, it's wrong and you're currently supporting theft of another person's work. Don't let your grudge with the PMBR get in the way of the right thing to do in a situation like this.
Oh, but wait. I know what you're going to say. "Proper credit was given therefore legal", right? Could you define what exactly you mean by "proper credit"? Because with Dantarion's posts, it doesn't sound like permission was even granted to post these codes. Theft isn't immediately okay when you happen to mention the person you stole it from.
Please take your question to the help section. You will actually receive help there.
Also, it generally helps to use Google. The fact that you don't know how to "open a torrent in Dolphin" shows that you haven't googled enough. (Tip: use uTorrent.)
I've had a chance to test these out for myself with P:M.
The good news is, no freezes with 4 player battles.
The bad news is, Bowser's extra cBliss slots cause the game to freeze after picking stage, but it's an odd loading freeze. The game is locked up, but you can still access the Home menu.
Also, the Pokemon are broken again. Trying to even get to their extra cBliss slots "beep' freezes the game.
And I'm using the normal P:M 2.5b homebrew codeset. Not the Wi-Fi one. The offline one.
If you're using Riivolution, this might solve your Bowser problem.
1) open your .xml 2) Ctrl + F "gkoopa" until you find the lines for adding the individual textures 3) copy the entire line of code and paste it directly underneath, change the slot numbers accordingly (so change gkoopa0X to 06-09) 4) save n close
Easy peasy lemon squeezy. Make sure they all have the Create function as well, or else you'll get a freeze. The reason you require these extra lines is because PM has a code that adds individual slots for Gkoopa, instead of just the default texture. So if you play with final smashes, you require FitGkoopa06-09 or you'll get a freeze when transforming (I suppose, I don't play with final smashes so I wouldn't know. Maybe it'll just load the default skin, you'd have to test that.)
This should work, as its exactly what I did and Bowser's extra slots work for me. As for your Pokemon problem, you have to edit some values in the 2.5b codeset. I think the values are in the OP, but if not, they're definitely somewhere in this thread.