That'll take some getting used to.
On another note, I can't find what's wrong with my model in a hex editor, and all 'unknown' values match up with the originals (though I don't think it needs to).
Though BrawlBox does seem to have trouble handling models that are v11, sometimes. It crashes when loading a Mario Kart Wii character model until I delete PAT0 files using another editor. It also saves some pointers wrong in the MDL0, at 0x28, 0x2C, 0x40, and 0x44. It saves them as "FE******" instead of "00000000" for non-existant sections.
Fixed.
Damn, guys. You really need to set up an SVN for this.
I know

I just can't figure out how to do the uploading stuff with Git or SVN commands... :|
I think he's doing 0.65c because he wants 0.66 to be when he finishes the moveset editing.
^
PAT0s have actually been crashing with this Brawlbox, the editor for it isn't done yet. So make sure not to encounter PAT0s with the new Brawlbox for now.
Actually it's not the editor that's making it stop working, it's the parser itself.
If I were to "fix" it, I'd have to comment out the parser for now until I actually go back and recode some parts of it.
I guess I'll just comment it all out for now.
I was able to fix my graphic effects thanks to REFT editing in 0.65b. Thank you for making it possible to end my GFX nightmare, BJ. :3
np, nice job
Btw, fixing up the dae exporter to export rotated normals if you want, to actually weight singlebinds to a skin modifier, and to include all the bones in the skin modifier so that the "null bones" error doesn't pop up. I'm also finishing the wavefront obj exporter for Objects.