Neverminded I fixed the problem. After looking at other files I found out that the Vetro texture should be in bmp format not tga.
Yes, glad you managed to solve it! I took a look at your message yesterday and it was already late and I was tired to think of something and only now was I going to really try something, but I already found your new message with everything ok; I'm happy with your progress! Really, TGA is a format used more for objects with transparency and I don't see it applied to primary objects in general. However, at least in the F1C, I've seen many tracks with TGA applications in various materials where BMP normally applies and this did not prevent the track from loading, but they were heavier than normal... who had problems with this was not the game itself, but the 3dsimed that did not read this material, at least not the 3dsimedV2, I see that you are using the V3 and the texture in TGA is loaded perfectly... I use more the V1 or V2, but, finally, always be aware of some illusions that the 3dsimed and the RF itself create, because sometimes what the 3dsimed considers as correct the RF does not consider and the opposite is fact, there are things that the game carries and the 3dsimed does not ... Some things I really don't understand and make me go crazy! It's part of... One of them is as to my observation of what you presented to me... I would have, yes, told you to change the TGA, not to BMP but to DDS, just as I would have also pointed to EMAPRTLM, an old acquaintance from the F1C days... yes, for me the main problem would be this file applied in CUBE MAP and he, yes, in my view would be the main cause of the problem because normally CUBE MAP files are complex files that work with four images embedded in it and that for me is a mystery, I do not know how to manipulate them and I have had several problems with this type of file at the beginning of my conversions ... EMAPRTLM is a simple file that produces a glow on the material in a simple way... so my first recommendation would be to look for a CUBE MAP file or even uncheck this option, but that's when I tell you how maddening this work is: you managed to charge the car even with this material ... anyway, less bad.
Now, one thing I'm not understanding, I'm sorry, but why are you insisting on working with BMP files in RF that works quietly with DDS formats? See, when I converted from RF to F1C I was even sad because I had to always reduce the converted images to reduce the weight and ended up with poor circuits in images because of this... when, finally, I really knew the potential of RF and found myself free to work with images in DDS that generated great quality in the work, I was extremely pleased to be able to see beautiful circuits, well-detailed cars and etc., I migrated to RF with total satisfaction, too bad I did not know this game in the time when I actually played F1 2002 online, back in 2003/2011... I would have migrated already at the time, but I only discovered the game this year in fact, after I returned to play last year, still in F1C and started to convert tracks from RF to F1C. Well, what I mean is that you're weighing your game using BMP; do a pure and simple conversion of the same texture from BMP to DDS and compare the weight difference... Or from TGA to DDS... I don't think you have noticed this detail yet... the DDS, incredible as it may seem, gains in lightness of both formats and maintains an incredible quality! In transparency, for example, the TGA has much more quality than the BMP and is extremely heavier than the BMP which would be logical: more quality = more weight, right?! In a way, wrong... because if you compare the quality of an object that carries transparency in TGA compared to a DDS, the quality is either maintained or even better in DDS and this much more lightly! Anyway, I avail myself of RF's ability to house the DDS format and in my conversions I convert everything, absolutely everything that is possible to convert to DDS I convert. I even said that I prefer the images of spark of the exhausts in TGA in respect to the GEN files that usually comes configured in TGA and I prefer to keep it that way, because it may be that it is a natural norm, a standard of the RF system and I prefer not to risk, but in what I can risk in DDS I am always risking and I have been doing well in it, with light circuit and quality, as well as the cars themselves; well, it's given the hint, no more are your options, ok?!
And again, don't bother asking something you have questions about, if I can help I'll be available, right?!
Hugs