Part 2: Examining the textures.

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.

NEXT WE MAKE ALPHA CHANNELS