Hi Loose Ether,
I managed to solve it, finally. I thought it will be easy because I did it working for my GTR2 Marcos LM600 released 2007 and to get it working now, for GTL, should be similar case :-) No, it wasnt...
well, to get the RPM limit warning light to work for GTL cars I was able when four materials at the light mesh are stored.
what I did:
1. as a source I've created a warning light mesh and I gave him material name "ledrpm1". the only important thing is the animation type set to "Event, 0,1".
2. I did the necessary textures for the material:
the 3dsimed basic, I've called it "rpm_light.dds" and the GTL ingame needed "rpm_light00.dds" (light paint OFF) and "rpm_light01.dds" (light paint ON).
3. I did another three mesh copy with materials called "ledrpm2", "ledrpm3" and "ledrpm4". I didnt any position changes, all the mesh files are just same place.
Then I just merged and saved all the four lights / materials into one new single GMT file, called "COCKPIT_RPM_LIGHT.GMT"
finally, I added the GMT into CAS file to Instance=COCKPIT.
and then all works ingame :-)
picture attached (Cooper T73 wip car addon, my new project).
notes:
* the light will not work, if the GMT includes one ledrpm material only, I tried it with "ledrpm1" and then with "ledrpm4". But my Marcos have only one rpm material - the "ledrpm1", haha!
* why the rpm materials must be four, I dunno. If it works with more then four rpm materials, I dunno.
* Theoreticaly every rpm material can have another texture, possible changing ingame color of the indicator from yellow to dark red, for example
* no MoTec or LCDTimer instances at CAS or CAR are needed.
* the test mesh and textures does work outside the *.gtl pack, that means it is not necessary put it to _CPIT.gtl package strictly