He-he!!!
Actually I tried to resolve all this problems a little earlier but didn't succeed. The problem with fliiped textures and incoorect mapping in ZM is in TGA file format. If you create a file in Photoshop and try to save in as tga it will ask you to enter a TGA format: 16, 24 or 32 bits/pixel. The tga's that you download from EMAC's site are 32 bpp. BUT!!! If you take the original GP4 carshape and put to the same directory with these TGA's and then import the car to ZM - you'll see completely wrong mapping in 3d view. That's what you've seen!
All GP4 related tools, like GP4Master, TEXEditor, etc, save TGA's in 24 or 16 bpp - i don't know wich exactly. But if you replace EMAC's textures with TGA's created with these tools and once again open gp4 shape in ZM you'll see that the mapping in 3d view is correct. That's it! - you think! But don't be so quick. If you make any changes to the shape and try to remap it, the texture will be shown flipped vertically in UV mapper view. So you wouldn't be able to create a correct mapping.
With 32bpp there's no such problems. When you try to map the faces everything's gonna be alright. But If you export the car to the game you'll see that remapped faces are not maped correctly. So here you'll need to flip your texture vertically and export it to that game as it was already written here.
Actually you will recieve the same probleme if you create any shape from a scratch with ZM and thy to map it with 24bpp tga. It will come flipped vertically already in a preview window in material editor. And there's no any problems with 32bpp tga's.
Seems that the problem lies in the gp4 format but noone could explain me what it is. I asked Oleg, ZM developer, but he answered that i should use 32 bpp tga's. Also i asked Zack Griffin, the author of fantastic Williams carshpe, but he answered that he uses GP4Master created TGA's and doesn't have any problems.
So, it's a strange problem. Some people can make a cars but they don't know how they do that...
I'll be glad if someone can resolve it.