Thanks everyone for the encouragement. I am using this project as way to learn Blender so progress is a little slow. Still have LODs, Auto-numbering, and AO on the trucks to deal with.
Its nice work! my only complaint, is as a Re-painter. I don't like the DXT1 RGB 4 bpp | no alpha Compression. yes it easy but I can't control the brightness of the car in game. I like rather have DXT5 ARGB 8 bpp | interpolated alpha DXT3 ARGB 8 bpp | explicit alpha Maybe in your next project we need a good 50ft tanks car of a good Centerflow Hopper.
I am going to have to do a little research to fully understand what you are proposing. I usually control the in-game brightness of the car by manipulating the brightness/contrast of the AO texture.
when I re-skin a Fright car I have to use RW_Tools to covert .TgPcDx into DDS files in order to work on a texture map. So when I Convert .TgPcDx to DDS files, it will tell me what Compression Nvidia tools uses for this TgPcDx file. so when I covert the DDS file back to TgPcDx. I have to use the same Compression settings. for example RRmods uses DDXT5 ARGB interpolated alpha, In your case, take your Rail Box car. I have to brighten up the texture map so much to brighten the car in game..but still looks a bit dark in some routes. that's what trying to say if you know what I mean.