Hello,
Before to start, be sure that your textures are converted into .tga files and that they are into the same folder than your carshape (without the " hi- "
prefix). For example, I have got a hi_mcl32_1.tex file. With slimtex (zaztools), convert it into tga (don't forget to flip the texture) and delete the " hi_ " prefix to get mcl32_1.tga
Same thing with all the textures related to the car...
It will be easier to know if your textures are assigned to the carshape or to know which ones are not correctly assigned because it will load the textures automatically if it is ok.
Once your shape opened into Zmodeler:
1- open Material editor (or press E touch)
2- You should get the list of the missing materials:
So, you have to assign the materials to the shape before to export it into GP4 format.
Important: Be sure that the material name is the same than your texture name. for example, I have got a hi_mcl32_1.tex file. The name into material editor should be mcl32_1.tga ( always without the " hi_" prefix)
The same for the others material names...
3- Tick Primary texture box and load the texture corresponding to your material name. Example: for the material mcl32_1.tga, I have to load the mcl32_1.tga texture! Logical!
Do, the same for the other material slots and click on "Apply changes" button, then Ok.
From this moment, you should see your carshape with all the textures visible.
4- If it is ok, export your car into .gp4 format
Dont'forget steps 1.2.3.4 for the second car also.
5: Once done, open your gp4 car with gp4builder. On the menu bar, Action/ sort car objects and save your car (same thing for car 2)
It is done.
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