@ shiimis
Firstly, if somebody is simply taking models from TDFRL or S2U, they are wasting their time with the meb exporter...there is only some minor edits needed in a few mebs, along with basic things like removing static wipers, adding some wiper masks, animating shift paddles...simple stuff.
Secondly, I know how to work with Zmodeler and get around it's little quirks (the old NFS Shift filter it uses)....the others out there don't.
What I don't like about meb exporter is the need to install 3dsmax, which I feel is overkill, along with cross converting between various formats to finally arrive back to a meb. Also, things like animating and external state ID's end up needing Zmodeler.
I only read the instructions on the meb exported and did not test it out.
So, is it able to do this?....
UV layer 1 - mapped to choose a color on a multi-colored texture
UV layer 2 - a different mapping that is scaled over windscreen reflection
UV layer 3 - another unique mapping of uniform scale for cracks/rain effects
UV layer 4 - another unique mapping to the wiper mask
Note: each of the mappings above are different, it's not the same mapping reused on each layer.
Can it set and retain external state ID's for lighting poygons?
Can it handle skeleton/bones/animating?
If the meb exporter can't do what I can do Zmodeler as listed above, it's of no real use to me, at least.