Would you mind clarifying what you were saying, please? I honestly can't tell what you were saying; also, I would recommend subscribing to when my video version of the tutorial will be out, it'll make everything more clear, especially since I'm also working on a bug fix with the process, as well:
You do know that this is from way back when people were using programs like CupAsh, and all of these programs are implemented into Brawlbox, right? O_O
"Hexing", can not only be done with other programs like HxD now, but in addition, the "automatic hexing" this is referring to is to hex edit models to vertex them, which is inefficient, considering that you can now vertex models not only in Brawlbox, but also in 3DS Max and Blender, as well as some other apps
Model Resizing, not only can you do resizes in 3D modeling programs, or in BrawlBox(If every vertex is rigged only to one single bone, which is actually kinda rare), but in Brawlbox, you can do what's called a One-Slot Resize, which is making the costume function when it's bigger
Bone adding is super easy with Brawlbox
Quite literally, just use Brawlbox; all of these tools are already implemented into it; if you look at older Brawlbox versions(Available on the Brawl Vault), the icon is even that same box
Believe it or not, this program does not automate importing models; heck, it's even very difficult to program things like auto-rigging, and companies like Mixamo are like the only ones who have even programmed that, so "have model imports faster", the only way is to get more practice and get better at it (And implement auto-clickers, which I am actually working on, ironically)
If you want to learn how to import models with Blender, I have a text tutorial on it here, and there will eventually be a video tutorial: http://forums.kc-mm.com/index.php?topic=75252
If you want to learn how to do it with 3DS Max, I also have a link at the top of this tutorial leading to a well-made tutorial by BlackJax on that
- Mirroring Hands/Boots - Merging Vertices - Bone IDs Being Off from the _end Bones - Weird Normalize All Bug - Separating Mesh into Several Meshes - Automatic Weights Not Working and Producing an Error - Bones Pointing in All Directions
If they contain textures as TEX0, you can delete those, and if they contain MDL0s, you can delete the polygons in the MDL0(I'm pretty sure you can delete all of them without a crash)