No I haven't got around to trying them in the game yet. The night visibility won't be a problem, because all those windows will glow like crazy.
I'll check for visibility around dusk and dawn, when the game turns off night glow but ambient light levels are still low. I think it'll be fine, but it's easy to change.
Anyway, I reached the point I seem to reach in all my "quick adjustment to default stuff" projects, when I realise it's lost the plot and I really should re-jig everything to get it to make sense.
![!DUH! *!*!*!](./images/smilies/smilie120.gif)
The standard car and salon car were using different UV mapping where they didn't really need to, and leftover bits of default mesh were at odd dimensions, and/or weren't really necessary, old bits of skin were getting in the way of what I really wanted to do, etc etc. So I said rude words and just rebuilt the entire model from the ground up and re-mapped all the UV's. This way it's less drama for me to finish them off now, and less drama do variants and skins in future if anyone wants to.
I've just finished that process, but haven't got around to moving the Photoshop layers yet. The combination of new mesh and old skin is awesome. I'm calling it the Mad Max Greenhouse And Thunderbox On Wheels.
Mad_Max_greenhouse_and_thunderbox_on_wheels.jpg
So I'll fix the PS side of it and then see about giving them a test run with proper game files. I figure it'd be good to have five variants, since they're so easy to do and I'll probably feel like using different ones at different times.
1/ The salon car, obviously.
2/ First class car, three compartments, with all the shiny bits.
3/ Second class car (basically, just switch off a few layers in PS and change some letters).
4/ Combination first and second class (first class in the middle, second class at each end).
5/ Third class car (with four smaller compartments, basic lining, smaller windows, etc).
That should cover all bases.
Edit: D'oh. It'd be perfect for a mail van too. Might as well.