My Kirby project is near completion now. However, while implementing new PAT0 files onto certain animations, I found out that the custom PAT0 files that I gave to the Kirby Hats will not work outside of the MotionEtc file, unless they're the ones that do affect Kirby's model; Ex.: Donkey Kong.
Anyway, I just need to run some more tests, and do some final tweaks before I can release the project to the public.
Texture changes are working just right. However, I had to reduce the file size of the .pac files, as Kirby is now given "6" eye expressions; the eye textures are set at 64x64 pixels.
The PAT0 editing is paying off, as the PAT0 addition that I gave to one of Kirby's animations is functioning just right.
The second new eye expression is also working.
Final Smash eyes aren't seeing any issues, even when using the new eye expressions.
The project is still under construction though, as I still need to cover the Kirby Hats. Regardless, the project is at least looking very promising, despite of the texture quality reductions.
Here's a new project that I've started working on...
What I've been doing is giving Kirby some additional eye emotions for some of his attacks. As you can see on the BrawlBox preview, Kirby is now showing an angry expression when he does his f-smash attack.
Now, the project will take me a good number of hours to complete, as the eye expression additions will affect all of Kirby's color slots. This in return means that I'll be making recolors that support the changes.
I have yet to test the changes in-game, however, but I'll display my progress as I get closer to its completion.
What tends to bug me is how Donkey Kong can get away with having different hair colors (even going as far as having green hair), and yet the Pokemon themselves can't have that similar treatment.
It's probably a fluke, as I never had that problem when I saved my .pcs files. Then again, I've tend to alter the .pac files and save them as .pcs files afterwards.
You need to get hold of Revolution SDK (Google it), and decompress the files with ntcompress.exe. The compression setting that the Kirby's Return to Dream Land files use is also used by the Mario Party 9 files; -lex.
Just be aware that the character models will be quite small when you view them.
That's not a bug; welcome to the future. Hexing vertices is completely unnecessary now that we have a perfect MDL0 rebuilder, a model importer, and a built-in vertex editor. I've even been thinking about removing the asset nodes altogether soon, since you can't edit them directly anyway. The only thing I would need to support would be renaming, exporting and replacing them.
I guess my main concern is if you wanted to merge certain vertex hacks together. Hex editing would be quicker in that situation.
But I guess that can be left up to v0.67b if hex editing vertices is obsolete now.