...i planed on starting that soon because i went to see a real CRX and the juiced 2 rear lights don't real at all so question is, use the forza 3 rear light adapted to juiced 2 chassis, or use only the center part that says CRX in the juiced 2 model as well.
so i don't know how to use them, at least well, i think im using the functions that some parts already have or am i wrong?
it will be appreciated, thanks Quad
Had the same 'dilemma' some days ago when converting the Silvia S15 SpecR from FM3, where I didn't liked the rear lights at all, so I adapted another model from another game, now it looks perfect. To do so, I filtered/deleted everything except the lights, repositioned them correctly & finally done 1 extrusion to them, to give them some depth. Some vertices were also tweaked. Doing such job, I usually just work on 1 side & duplicate the model to the other side when I'm satisfied. I also check UV mapping to see, if the textures are correctly 'layout/unfold' (typical UV functions), the material name as well + the smoothing of the meshes. I tend to 'camera project' my UVs, that just means I'm trying to align my camera to the orthogonal vector/normals vector of all selected faces & project my UVs from this camera view.
Ah yes, the material names of the 4 lights models (1 light original + the other 3) can be the same when you export your car, then in Modeler, you can edit the material name for the 3 lights models as lights_on, lights_brake & lights_reverse, something like this. If you follow in the future, the same structure, then you might easily reuse your car.shd file without really changing anything. For example, I name some objects material 'carbon' which uses the texture in the my textures folder & is always the same texture across all my cars with the same material name.
The material renaming & cleaning is important, because you will have some massive Qlog errors later, if you don't do it. You might check, if a function exists which deletes 'unused shaders/materials' ; in Maya, I use it a lot, prior of exporting. Unfortunately, Modeler doesn't clean unused materials which could be useful for us, I hope the king's listening !
About lights, 1 way is to duplicate 3x the lights & from there, delete the faces for the according lights model. So, for the brake lights, you just keep the brake lights, etc. do the same for 'reverse lights' & 'lights on'. I normally offset them approx. -+ 0.002 (-+Y axis) for the 'lights on' & +0.005 (+Y axis) accordingly for the brakes & reverse lights. The 4th model of lights (the original one) which is the one which gets not lighten up, stays intact. If not doing so, you might see some 'interpenetration/flickering' of meshes/textures when lights are triggered.
Keep it going, you're on the right path !
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My finished work
3840 x 1024 pixels
http://img209.imageshack.us/img209/341/silvias1501.jpg