Hi there xD
Some people are asking how to edit the lights in stages, so I'm gonna make a quick guide for this.
First of all, you need a brawlbox modset version. For example, modset 4.2. In this one, some values we're going to use are called 'Red', 'Green' and 'Blue'. In older modsets, they were called B1, B2 and B3. B4 keeps its name in every version for now.
Well. We want a custom lighting. We can do 2 things:
1- Get it from another stage, and if it fits, just use it.
2- Customize a lighting to our will.
The first one is easy, just get the scenedata[0] from a stage, extract it, and replace the scenedata[0] of your stage with it.
The second one is easy too, and more fun xD
First of all, get a lighting which is okay with all the models in your stage. There are some scenedatas with not enough light nodes to lighten all our models, and they get too lighten, too dark, or get the lights from a previously played stage. We need a good enough one. I usually use the one in Distant Planet. You can get edited versions of this in most of my stages.
Well, once you get a working lighting, you are supposed to edit it. In order to do that, you need to know which light nodes are working in your stage. So, go to scenedata[0], and find lights(NW4R). There, you will find the nodes. Select any of them. You will find that they have some editable values. The interesting ones are vec1, vec2, red, green, blue and B4.
Vec2 is the beginning point of an imaginary arrow. Vec1 is the final point of that imaginary arrow. That arrow sets the direction of the light. I usually leave vec2=(0,0,0) and only edit vec1.
Red, Green and Blue are the RGB components of the lighting. If they're equals, you will have a white lighting. The higher the values are, the stronger the light is.
B4 is working together with red, green and blue. But we don't really know how it works. The only think I know is that if B4 isn't 0, you can be troubled. You shouldn't try to edit a light node with a B4 which isn't 0. But if you do, make B4=0, and it may work.
Now, to identify the nodes working in your stage, let's think on an example. Imagine that your lights(NW4R) has only 2 nodes, light1 and light2. Well, to see if your stage uses both of them, make red=255, green=0 and blue=0 for light1, and make red=0, green=255, blue=0 for light2. Go to brawl in your stage. The red colored parts are affected by light1. The green colored parts are the ones affected by light2. If there isn't any red thing in the stage, then light1 isn't used in the stage. If there isn't any green thing in the stage, then light2 isn't used in the stage.
In our example, we're supposing the stage gets all red. No green parts. So, green (light2) isn't used. Let's make vec1=vec2=(0,0,0), red=green=blue=0. Just to know that the light isn't used.
Now, just edit vec1 (and vec2 if you want) in light1 to set the direction. And change the color/brightness by changing the red, green, blue values... And voila, you can get your ideal lighting xD
Well, this is easy, you may need some practice, but it's not hard as you see. And fogs aren't either.
Go to fogs(NW4R) and edit the nodes there. Float1 is the distance where the fog starts (it can be negative, so you're always inside the fog), and float2 is the distance where the fog is completely opaque. Red, Green and Blue are RGB. The RGB color (use any image editor to know about that) is just 3 different values from 0 to 255 that make a color together. With the red, green, blue values in any image editor like photoshop or paint, you will be able to give any color to your fog. So you only need those float1 and float2 values for the position, and the red, green, blue for the color. Easy, simple and awesome xD
This is an example of a custom fog. There's no other fog like this in brawl. The lighting is also custom, of course.
Also, to get a perfect lighting in your stage, change the directions of the shadows to fit the scene. This is done by changing the 0x2c and 0x30 offsets in the miscdata[10] file in the stage. This way you can get things like this: