I got it to work. Just use mariokart's new guide. Oh, and by the way, if you align his sleeves with his arms, it doesn't work because they're rotated differently in the animations. I already did it for my project, and now I have to re-animate the model.
You know that when you use mariokart64's newest method, you can fix those out-of-place verts. All you have to do is find the ones that move and then edit them after you morph it with the messed-up model. The dimensions are are a little different, like up is right, but it still works.
I'm having a slight problem when I go to edit captain falcons feet and arms I use the patch and what not but EVERY TIME I do it I get an offset error and yes I copy it directly from brawl box and I unchecked the check from file thing... What am I doing to get said error?
Anyways, I already said that when you patch it, a couple of vertices get added to the model. Then the model doesn't recognize it and gives you that message.
Thank goodness! Please hurry for posting it, because I wanna get my project on the road. I also found a problem with my method. Once you apply the patch to the edited model, it adds a couple of vertices, therefore, you cannot export it onto the model. That happens only for certain models. The one that I started with didn't have that problem.
I think I just solved the Vish's Guide/Double Patch/Whole Vertexing Thing incident! It's not 100% fail-safe, but it gets us moving the right way. Follow these steps(it seems long, but it really isn't):
-Export Bres file from BrawlBox -Make .dae from Bres file -Import .dae and fix with Ais -Edit however you want -When you're done, open a new scene for 3ds Max -Import the .dae and fix with Ais again -Export the vertex of the polygon which you edited from BrawlBox(name doesn't matter) and copy its MDL0 Offset -Go to the new scene, select the part of the model that you edited in the other scene, and click "Create Patch" on mariokart's script, then click the vertex -Go to your edited scene and click "Patch Model", then select the vertex patch -After it's done patching, uncheck "Check for MDL0 Offset" box, input the Offset of the vertex, and then click "Export Verts" -Export the character model from BrawlBox(again, name doesn't matter) and then select it in 3ds Max -Replace the model in BrawlBox with the new one -Export the Bres file again -Make a new .dae -Import it into a new scene in 3ds Max and fix with Ais -"Patch Model" again with the same patch as before -Export verts and replace the model again -Preview it in BrawlBox and it SHOULD be good
Please post whatever goes wrong, for again this isn't 100% fail-safe.
EDIT: If anyone does this method until you export the verts and it say "Error! Wrong Offset?", it's because when you apply the patch, a couple of vertices are added. I'm currently working on a way to get past this, so please bear with me for a while.