Currently extra textures are used to implement car lights a separate texture per type, non transparent areas are emissive(car mesh has to be redrawn for each texture?)
I think it makes more sense(reduces the number of textures needed, texture switches) to implement lights as meshes, have extra brake-light, reverse-light, head-light meshes containing the light emission shapes(lamp) only and reuse the body texture for them.
This requires the extraction of the shapes in blender(no changes to the car body itself, lights are drawn atop of it in a separate pass).
The config files have to be adjusted eventually, need to look into this.
Issue:
https://github.com/VDrift/vdrift/issues/23