We should look at the textures to determine how we will approach making shaders.
body.tga
This texture contains no alpha channel, and contains the body texture,
lights, and some various bits and pieces. We will need to make an alpha
channel later so that we can define how reflective each piece is. Only
parts of the texture used for the "body_ref" material will need a
thought-out alpha channel.
xsara_windows.tga
This of course contains an alpha channel already which was made to
determine transparency. We can use this same alpha channel to our
advantage with reflectivity. If we set up our shader correctly, the
parts that are non-transparent will not be reflective, and the
transparent parts will be. Looking at some pictures of the Xsara,
I think we will need to make some of the black trim around the windows
more transparent, which is good because those parts should be somewhat
reflective as well.
oz_leggera.tga
This texture has no alpha channel, and contains the textures for the
rims, tires, and brakes. We will be making an alpha channel to define
reflectivity, so that the tires will be matte, and the rest will have
varying levels of reflections.
rear_glow.tga
This is the brakes lights texture, so it has an alpha channel for transparency. We will not need to alter this file at all.