You'll have to do the procedure explained by CarLuver for other default vehicles to keep them like the original ones, like the Double Decked Bus, that has no reflections at all, and the Classic Chrome color of the Ford Mustang Fastback, that has an higher reflections value. The Audi TT silver color has a lower reflections value than default one, check it from the original .pkg file to see what it is and so make the same in yours.
Also, agree with CarLuver without use the generated .mtx files, but do the exporting normally without rename the objects, is enough don't include them in the .ar file.
This thing seemed possible through the .aimap and .aimap_p files, but there's no value that recalls this. For example, the road.aimap and roam.aimap_p files of both London and SF, in the part about the cop cars in the city, the setting of the value is the same, there isn't a value different than both that could be the one of the paintjob number selecting.One other question: Is it possible to let add-on colors appear in races. E.g. in London, there's a race called South Bank Brawl or similar and you're racing against I think 7 New Minis but only the 1st 4 colors appear. Where is it stored which color is used. And the same for cops. Is it possible to let the add-on color NYPD appear in NY, so copny.ar isn't required anymore. I tried to use the normal cop in NY but the London paintjob will appear. Any Ideas?
As waited, I told you that's always so in MM2. So, better don't exceed 10 paintjobs per vehicle.Another edit: I just realized that the 11th color of the VW New Beetle isn't buggy in any aspect for some reason, so I'll make this one have 11 colors like it was originally planned
Edit: Only works when taking it directly after the game was started.