Also Gravity is the winner in explaining the Caution signs and why they are there.
Booyah.
Also, I think concept art Meta Knight's sword isn't set to the proper visibility bone, he has it in his hand when he's in his Lose animation. Not really a bug, but well there ya go.
And by "model importer they use," I presume they mean the default BrawlBox importer, which does not support tristripping or whatever. They mentioned they were working on a fix, so hopefully one of the P:M members will pick up where BJ left off and add tristripping to the BBox importer, or at least something along those lines.
But... You made that one yourself didn't you, or collabed it at least? I have it.
... Oh yeah. Heheh.
But I mean, I'd like the design to be an official part of P:M or something like that. The one I collabed with requires a size mod, and I'm not terribly crazy about that. A sexy render to go with it wouldn't hurt either.
They could probably implement it better, is what I'm getting at.
Actually, I believe P:M is equipped to do such a thing, I dug through the xml the other day and I think I saw it mentioned that you could run P:M, Brawl-, and the like, and I'm pretty sure you can run custom codesets too. I dunno, I haven't messed with that stuff too much, but I recommend looking into it.
Um I have a question, I got a .mqo file, I don't know how to convert it to .mdl0, can someone help me? Thanks.
Not the appropriate place to ask, but you'll need to find a way to get the .mqo file into 3ds Max. From there, rig it, export it as a DAE, then import it using the latest Brawl Box.
Personally, I don't like recolors that change too many things at once. If you look at some of the recolor projects going on, some of them change way too many things, and the texture loses its overall cohesiveness. Or something.
Though the image you showed looks fine to me. Maybe I just don't know enough about the character to notice any negative things. Heheh.