So, you know how, when you modify regular Brawl, you only put on the SD card what you're replacing, and not any of the original Brawl files? P:M does the exact same thing, like your hunch, and so just look at the original Brawl files; then when you're putting the .pcs onto the SD card, just rename it to the proper name, like you would normally. Some characters, like Mario, for example, P:M has edited all of the .pcs files, and so you can easily see the names, but for most of the characters, you have to look at vanilla Brawl. In your case, it would in fact be FitCharactername00.pcs, since P:M still uses Brawl's naming conventions of 00(Default), 01/01_en(Red), 02(Green), 03(Blue), 04(Black), and 05/06(Extra colors), where P:M just adds numbers to them. Take Link, for example. The 6 original .pcs files are vanilla Brawl's(00, 01, 03, 04, 05, and 06), and then it adds a few extra for the P:M-only skins; but it still uses those 6 vanilla Brawl skins.(Hint: If you're looking in a folder and you see FitCharactername00.pcs, as well as others, that means that they did in fact edit ALL of the costumes associated with that fighter, and you can use that as a reference point, whereas, if there is NO Fitcharactername00.pcs, but it has other .pcs files, that means that ALL the vanilla Brawl skins are still regular, and they ONLY added costumes. This is not 100% the case, but it's practically almost always the case; the only ones that I can think of off the bat that don't follow this pattern are Marth and Mario, as Marth has exactly one costume edited, and Mario has one edited as well, to make room for an extra Dr. Mario costume; but most of the characters do, in fact, follow this method)
You should just be able to put in a FitLink00.pac and FitLink00.pcs in the folder. Since PM doesn't change the default costumes for Link, the files aren't needed as the game will just load the original model. Also, I recommend including both .pac and .pcs files (newer brawlbox versions can save files as "Pair" making both, otherwise any .pac can be saved as a .pcs using brawlbox) because at certain points in the game one is loaded over the other.
To be specific, the .pac files are required for these particular instances; otherwise, they are NOT required:
1) Any Single-Player Mode(e.g. Subspace Emmissary, Classic Mode, etc.; not sure if this applies to things like Muli-Man Melee, but I don't think it does; I might be wrong, though) 2) For these transforming characters at all times - Pokemon Trainer/Squirtle/Ivysaur/Charizard; Samus/ZSS; Zelda/Sheik; Wario/Warioman; and Bowser/Giga Bowser
I'm a little confused as to what you're trying to do. Are you trying to change the character's model for the 00 costume? Are you trying to create a one-slot moveset over that particular costume? Are you asking something else?
Oh, sorry. What kind of file did you import it as, what program did you export the model from, and what version of BrawlBox did you use?
Unfortunately, I only know Blender importing, so if you used another program, I dunno why. I do know, though, that this was a problem with Blender importing, where it did that same thing, way back when I was first testing importing rigged models, and although I can't directly remember why it did that, I think it had something to do with either the rotation of the model and bones as a whole, or with the rotation/translation of the individual bones themselves.
This happens when I import some of the Pokémon XY Models into Brawlbox. Is there a way to fix this?
Expand the MDL0, and expand the Materials folder; see if you can expand each material. If not, that means that there are no textures attached to the materials, and this is super easy to fix.(This is something that happens with Blender importing, too) Go to a Brawl fighter, expand the MDL0, expand the Materials folder, and export a material. Make sure that either it's a material with only one texture being referenced, or, if you want to actually use a reflective material, use one from your choice of what kind of reflection you want(For example, Samus' reflection looks entirely different from Sonic's reflection on his fur) Now go back to the Pokemon model, and back to the Materials folder, and right-click->Replace all of the materials with the one that you exported. (This sentence is optional)Expand these materials, and, for each material, rename what texture is assigned to the material to whatever you want to name it to. Now go into the Textures part(Where the actual textures are located, in the other BRRES), delete any existing textures and/or palettes, and right-click the BRRES and click Import->Texture, select the textures of the Pokemon model that you want to import, and rename them to the corresponding materials. Now the model should have the textures attached to it.
Is it impossible, though? I heard that it was possible, and I know for a fact that Brawl animations to Sm4sh is possible, so I'd think it would work the other way around, as well, since Sm4sh is more limited in modding than Brawl is. But yes, I heard that it's compatible either way, at least, that's what I heard.
No, I meant see if you can do what you were attempting to do with Fox, but with Link's model(Specifically, the two polygons that I mentioned), and see if it's a Fox thing, or if it's your Blender settings
Hey, I was just wondering, since Blender is actually a way to import models to Brawl completely fine, would it be possible to update the link in the Resources page to mention that, instead of "Editing the files from Anim8or", since nobody even uses that anymore, could it mention how it can be used to import models? Also, would it be ok if we had links to tutorials on how to use each program in the Resources? For example, my tutorial for Blender, BlackJax's tutorial for 3DS Max, BlackJax's tutorial for BrawlBox, maybe even a link to the official BrawlBox page, and other links like these kinds of links?