Assign separate logo materials to each of the logo mesh objects – for instance, "xr logo_f_r 0 a" (right one) and "xr logo_f_l 0 a" (left one). Then, in car importer, create separate left (logo_f_l) and right (logo_f_r) logo materials and use the same texture name, offset and size for both of them.
Also, here is some misc child group info.
Here is a child groups list:
- child 1 - steering wheel;
- child 2,3 - brake calipers;
- child 4 - xrg/xrt shift gator;
- child 5 - xrg/xrt seats;
- child 6 - interior mirror;
- child 7,8,9 - wipers;
- child 10 - xrr seat;
- child 11,12 - xrr hood pins;
- child 16 - exterior door handles;
- child 17,22 - xrr interior switches;
- child 18 - steering wheel cluster;
- child 19 - xrr fire extinguisher;
- child 20 - xrr gear lever;
- child 21 - xrr lcd display;
- child 23 - seatbelt buckle.
Use MAIN for exterior (you can also import the interior in case it's very low poly and all parts imported there doesn't go over 16 200 tris),
child 1 for the steering wheel and groups 4 and above for interior. You can also copy materials from main to children and back. Setting up child materials is the same as working in main, except you can't have windows, skin materials and lights there (don't remember if there were more).
A few tips about importing interior onto child groups:
- child 4 contents always change sides when switching driver position from right to left and vice versa; this means you can import here interior parts that should shift sides together with the driver (right > left > right); same goes with child 5 (can't remember for sure), 10, 18, 19, 21.
- you can use child groups 7, 8, 9, 11, 12, 16, 17, 20, 22 and 23 for interior segments that should stay in one place regardless of the driver side (parts that you don't want to be flipped over).