(I've NEVER tried this myself so I'm just guessing). The ICs use diffrent models, right? In BrawlBox (assuming you've already ported over the models and textures for Squirtle) open up the model data and go to the folder ''Textures 1'', just renaming the nodes there might do the trick, but as I'm sorta too lazy to try it myself you gotta do it.
The area you fight on, yes. But the stage has a background too (a complicated animated one, too). But it IS looking excellent, GW.
I think editing the regular FD's background might work... This stage is totally going to replace atleast 2 stages for me (with .rels), once it's finished.
There are some "My music fix" codes out there. They might help. There's a thread in the help section where somebody had the same problem and the code is listed there.
Well, if Jiggs has any other extra models used for her attacks (as effects), you can put the star rod over it (using BrawlBox) and edit every attack so that it'll appear (don't even ask me how as I suck with PSA). The only thing I can't help you with is to make it be in her hand...
Ok, now all I have to do is send the maker of those Hat Hacks a PM asking him how he imported the models into .OBJ format (this is probably just as easy as it is for the .mdl0 models). Thanks for the link
I know it's possible (despite not being animated). What I want is a model from a Source Game (TF2) to be put in Brawl, seeing as it has been done with some Jigglypuff hats and a Sandvich import. In other words: how were those models imported into the .mdl0 format?
Put everything in a folder called ''ssbb'' and put it in the root of the SD (change RSBP to RSBE if you use NTSC-U). You can use the same setup if you want to have separate folders for stuff like PSAs, just change "ssbbfolder" into "[foldernamehere]folder"
He's talking about the program: what scripting language it's based on. Anyways, I think it's written in C++, but I could be wrong (I usually am wrong).