thanks man! got the eyes working. searching for that spec tutorial now. (i take it that it must be similar to the eye layering though.)
Mmm, I think so, I haven't messed around with spec maps a whole bunch. Don't worry about the naming for those though, the only situations in which names matter are when you want things to animate, like eyes or bones or whatever.
Try to model the eyes and the UVs to be similar to whomever it is you're porting over, which I think is Ike. This is mostly for the purposes of texture animation, as it requires similar UVs to function properly. Then just rename the materials to match those of Ike's. The names will probably be something like EyeL, EyeR, etc. Also, I think the texture names need to be the same for SRT0, but I'm not exactly sure... just make sure everything, including the textures, matches the names in the default Ike file, just to be safe.
As for specularity, it's done through Brawl Box. You'll need to create your own spec map, then edit the materials. Pretty sure Nanobuds made a tutorial for that somewhere, it should be in the Model Tutorials section.
I'd like to know how you guys did the sword-trail effects on characters without sword-trail effects, like Lucas and Sonic. I'm guessing ASM coding, but I'm kinda hoping they're just custom graphics or something.
It's likely that none of those PSAs will work due to the large amount of editing that has been done to each character, so you're pretty much out of luck there.
As for the models, just copy and paste the .pac and .pcs into each character's respective folder. Make sure they're named FitCharacter## and not something absurd like FitGanondorf_final version 2.0 xoxo.pac
Open the model in a later version of Brawl Box, select the wing object, scroll down until you see "Visibility Bone," change it to TopN. Do this for any objects you want to remain permanently visible. You may also want to delete the cape object.