Well, make it where it's sorta has "basic" translations.
there are programs done in basic. maybe making it seem more basic, and making actions slightly more understandable. and having advanced options for a more advanced PSA as well.
but this is much harder that it actually is.
Another Suggestion would be actual tips and suggestions. or giving example codes on how an advanced move might work. example:
Making Marth's down-b make him spin around. show what you change inside the specials/sub actions tabs in a convenient text document. i work by example.
I'm afraid logic is as simple as it can get. Most actions are explained pretty clearly. I like the example idea, maybe set up a wiki with examples?
I think people still don't understand this whole model importer thing.
The reason brawl skeletons are being used is solely for the purpose that animations created for that character are compatible. Removal of bones will mess it up. You can make a completely new skeleton as long as you make animations compatible for that bone structure.
I'm just going to shed a little light on posting help threads and file format threads.
Generally you don't post non brawl related threads in the "Help" section (It doesn't bother me, but other members will give you trouble for it) and when posting a thread about a file format, keep in mind the extension is not universal (meaning that not all .vld files are the same). If you want to increase the likelihood of being assisted, upload a file of the nature that you want help with and link it in the opening post.
Also, this probably isn't the best place for this type of help (majority of the members are young and/or have little knowledge and experience with reverse engineering work), shuffle over to the XeNTaX forums and post a thread in the "Game Archive Research" section, generally a member will write you a custom QuickBMS script to extract files from the file format you are having trouble with.
Again though, post a link to the file you want to extract and you might get some help from this forum (will most likely be from me).
I've never used "SSBB Polygon Deleter", but if it actually modifies the object block, I can almost guarantee that they aren't removing the objects properly. The best solution would be to go to the vertex groups and null out the vertex positions.
I while back I had a talk with PW and asked him why adding sub actions results in a freeze, apparently it is calculated by the module files. We cannot modify the sub action count until we both have a program to edit modules and a program to add new sub actions (isn't too hard).
and i don't like depriving a company of what little funds they can get. i'll just wait till i get the money (which will be 10 to 12 months) and then buy the program for 1 model... kinda sad actually...
I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.
Like I said, it's looks like a quick BMS script. Google it and you will find some answers.