Have animated textures for the night time works in MM2 with the suffixes examples done by CarLuver. What doesn't work in suffixes combinations, is have _ni and _fa at the same time, for custom night textures showed in rainy weather; in night-rainy weather the suffix that prevails is the _fa one.
Sorry Franch, but you're wrong. MM2 will not read any type of material for the headlight glow, it will only count the color for it. It's very unfortunate that the exporter for ZModeler isn't as good as it should be...there's a whole extra set of colors for the materials in the actual shaders part of the pkg file. I believe there's Diffuse and Ambient, and for the headlights, it reads the Ambient colors. I'm going off the top of my head, so forgive me if I'm wrong. But if you want a "stronger" looking headlight, you need to manually change shader type to "Inverse Specular" using MM2CT's Shader Editor. Just saying.
I well know that MM2 doesn't consider the reading of the texture for the two headlights objects (it's the texture, not the material, no confusions between these two words), but what I've said can be tried and it's like that. The material instead it's considered, and only its colors properties. If is exported a car with a material assigned to the two headlights objects, doesn't matter with which texture assigned or not, in-game are got strong look headlights glows. Instead, if it's not assigned a texture and so it's automatically assigned the ZModeler's Default Material, the headlights glows look is weak because this texture isn't never considered when's done the .pkg exporting. So, no material used for them, means weak headlights look in-game.
I've noticed this with importing some cars add-ons that in-game have weak headlights. Need to see more deeply into this, especially the material colors features editable through MM2 City Toolkit's Shader Editor.