1) Export a common material from any of the FitCharacterNameFake/Dark.pac's/pcs's(For
example, FitLinkDark.pac, his FitLink_BodyA material)
2) Export a common material that supports alpha from any of the same files(For example,
the EyeYellow materials support this)
3) Import the common material onto all non-alpha polygons, and the alpha-supporting
material onto all alpha polygons; then after clicking the plus sign of the material,
make sure that "Texture" in the ones that don't say "edge" or "edge2" reads the
name of what it said before-hand. Also make sure that "edge" and "edge2" have
"edge" and "edge2" as what's listed where "Texture" is, respectively. If it doesn't
auto-select it, then it won't be in the list, so click and then drag-click to the left
where the Texture box is, and type in the proper name
4) Export the "edge" and "edge2" textures
5) In the TextureData[0] BRRES, right-click and say "Import"->"Texture" and import each
texture; make sure that "edge" is imported as RGB565 and "edge2" is imported
as I8
6) Ta-Dah! You now have the import/vertex as an SSE False character.
Note: You can change the purplish part of "edge" to change the color of the standard SSE
False character to be another color; for example, you could change it to be a
green-effect on the characters.