I was more talking about something akin to Samus' metallic reflection texture.
Something I tried to do previously with Meta Knight was add a custom specular map, but that didn't work out well, and I don't really know why.
Meta Knight's sword jewel actually uses the same materials and shaders as Samus's armor g
, but the texture itself is almost the same, just slightly different. And I agree, his materials are really weird to work with, for some reason I can't allocate the armor shine effect from his pauldrons onto his sword or boots. I even set up custom materials and shaders that mimic the ones the pauldrons use; it shows up in BrawlBox, but doesn't appear at all in-game.
And thanks for apologizing, we act and speak the way we do because not only does it make us and our work look more professional and organized, it sets a standard that other members and guests can look up to.
I'm pretty sure that Smash 3 Meta Knight causes freezes in PM provided you're using an altered MotionEtc file.
It's no big deal, because I was just able to port the textures over a vBrawl MK and it looks fine.
The file size for the textures themselves are much higher than the vBrawl versions because I used RGBA8 format for the main body, which inflated the file from around 700 KB up to 1.80 MB. I didn't want the textures to get too ugly looking from CMPR compression, and I had a choice between the main body, or the wings/cape/sword. I went with the main body because the lighting/shadow gradients I used on the mask and body get completely messed up and look really bad in any other format.