Don't worry about my suggestion a few pages back...I found a way around it. Instead I'd much rather see a BrawlBox where you can better edit the lighting on the stage without having to fumble around different values.
I think you should wait with that request until after the next BB version is released, so it doesn't get lost in all the PSA fuzz. Thus, building a SCN0 renderer would require BJ to figure out how to render the shaders perfectly in BB (so it can be affected by lighting).
At least SCN0 is almost 100% figured out, with the exception of some values in lights, and certain animation flags + which values use those animation (Brawl doesn't use every animation type in SCN0, so it's a bit hard to figure out).
Well apparently nobody likes Naruto imports unless they're freaking Sasgay or Stupid Narutard =-= or Orochimaru...
Seriously people...there's enough hacks of those three on the vault to have their own section! Granted it's not as bad as shadow the derphog...but really...*rolls eyes*
Just keep in mind that if you want to be famous for your imports, it would be better if you imported someone that a lot of people know about. For example, I don't know who you listed in your post is (except Naruto), so I would be in no way interested in those characters. But someone else who knows them would maybe be interested in them.
Another thing that makes imports interesting is the quality: A character need to have minimal issues, such as a good rig, perfect metal (or almost) and the like. Master those things, and you might get a bit more recognition.
I've heard of him, I played Vectorman 1 and 2 on Sonic Gems Collection some years ago. But I can't imagine him in 3D, at least not if it's supposed to resemble his 2D character.
When something drastic such as this happens, it's common that time stops for you. Take your time, and don't hesitate with getting your hacks out on the internet. Real-life is real (duh), and that's what is the most important thing in the world. I'm praying your friend will make it, and that she'll sort out her problems.
what will the big thing be in 68? (first the anim panel, then the psa, what's next?) I'm assuming it won't be tristripper, since it's real buggy right now.
I don't think there is. The options in brawl only erases records, SSE data, vault data or everything. And I don't think there're any codes that alter the save file directly except the unlocker codes.
Some new things in BB is support for all the animation formats (PAT0 editing is still buggy, SHP0 editing still isn't working 100%, and CLR0 isn't supported in the previewer.) The newest BB has also gotten a new previewer with support for viewing more animation formats, and can view multiple models. Currently PSA and BRSAR support is being added to BB, so keep an eye peeled for a future release.
About stage-related features, STPM support has been added for editing camera-related stuff, and SCN0 (Scene data) has gotten improved support (should have next-to-full support in the next version of BB).
It should be possible, but you'll have to edit the xml files to add support for loading stage expansion. Sadly, I can't help since I don't have any experience on adding stage expansion support.
Post Merge: May 14, 2012, 11:23:49 AMI wish the model previewer can also play color sequence & scene settings
We haven't figured out exactly everything in SCN0, including Unknown6 and Unknown9. Also it won't be possible to render lights without rendering the shader of the models perfectly.
About CLR0, last time I checked BJ still had problems figuring out the unknowns in materials that CLR0 is using.