heh well im glad that the SRT0 files r slowly being made properly... even tho i tried to test a modified SRT0 (exports fine but crashes upon replacing)
either ways... keep up the good work!! (i want the SRT0's to be finished so i can upgrade my TvC stages and use their original SRT0's)
edit: Yo BJ! I just figured out that Unknown3 for SRT0's is for enabling loop. I checked alot of SRT0 files in brawl's stages and their all pretty much 1, but found some that were also at 0, so im probably correct that its Loop.
as for any other data on them, Im at a complete

even tho it should save just fine once done. (even tho i kno that the rebuilding code for them isnt done yet)
edit2: Imported SRT0's has their framecount Data in Unknown1 it seems like.
Already knew about that. Was focusing on reading the data first so I didn't change it yet. Also, that SRT0 is probably a different version or I changed it accidentally to unk1.
hey BJ...
I just need a bit of advice :/
in order to handle any missed errors, I've thought about putting in an 'unhandled excepton' error...
the advice I need is weather I should put the error upon execution of the initiator function
(the function that calls the user modules (such as COMMON.py)),
or on the execution of the user functions
(what's inside COMMON.py)
what do you think would be better??
idk man sorry
BJ, I don't know if you remember, but I posted something about collision files some hundred pages back (page 167)Are you still gonna add a drop-down box (or something similar) for it?
Yeah, I completely forgot. Thanks for reminding me, I will.
i applyed the auto metal texture to one of my imports and the polygons exploded in game
but in brawlbox it looks normal
i didnt made a backup of my model and i cant find the max file to export it again
so is it possible to make it work in game again without rig the whole model again?
Just turn HasTextureMatrix to False in each material reference. It's at the very top.
I cannot seem to be able to do this "Merge animation" thing.
I right click on the animations and it says:
- Replace
- Export
- Port animation (mdl0 file)
How is this done exactly?
Thx in advance
only those 3 options 
I thought you said you added what I asked for BJ <_<
(CHR0a + CHR0b = CHR0c)
Look around in
obvious locations...
Don't know if this was already mentioned, but I can't seem to get the checker floor to appear.

?

That's a really good update, I, personally, like the fact, that I can finally edit the "color" files, it won't save after changing the values though

Works perfectly for me.
Before:
After:
Don't know what to tell you about that one.
if you change something in brawlbox with jigglypuff like changing Material and shadnings, save and reopen, BB crashes D:
and BB can't open Toonlinks FitToonLinkMotion in it's MotionEct, it saying it's PAT0s is wierd D:

and if I may make another request...
parent_keyframe * -1 (working perfectly)
(for DPv4.5's single-slot animations)
HipN should move freely while HipN00 remains in it's place.
basically, I'm bringing this up again
it's needed because I'm still unable to get the model in it's original position >_>
EDIT: 
they've removed the no-sig option.
Just do the math.
