Ok. So I looked into the object and I was able to fix the issues.
This the result that you'll get in game if you follow these steps:
1. I did a traceback on your images at the warehouse and apparently you imported the wrong texture for the bump map and the specular. These are different maps that need different textures. Your blank bump won't work as a black specular and neither the other way around.
The first DST image starting from top is the specular of the "Phong" group, let's say the Car mesh without the glasses. Your specular was wrong. I just imported a blank spec. You can look in the forum tutorials for it but I made my own. Making sure the RGB and the ALPHA was fully black. I will link them to you anyways at the end of the tutorial.
The second is the diffuse of the Car WITHOUT the glass. So if the glass is textured or colored in this diffuse, it won't show up in game because they are in another diffuse.
The third is the bump map for the Car, just to make sure, I made my own bump map to replace.
The fourth DST image is the specular for the GLASS group. You can play with it to be shiny or whatever you'd like, I just imported the blank specular.
The fifth is the DIFFUSE of the glass group. If you want to colour the glasses , you need to import a texture to it. Also, if you'd like it to be transparent, you need to set opacity low if using .png, or making an alpha and playing with greyscale if you're using .dds. I made a quick transparent black texture for it to test.
The sixth and final DST image is the bump map of the glass. I imported a blank one too.
This will fix the shiny problems in game and the remains of the clone's textures.
2. The shadow lod mesh. This is a mesh that's used to cast the sun shadow in the game. You need to create your own. What I did, is open your Car mesh and delete the SHADOW plane and the GLASS group. You must remain with only one group. The car mesh. Then check that the CUT number in the right is set to 0. Save the .blend with another name than the original.
Once in Studio, you need to go to the MESH tab and chose from the list menu the SHADOW LOD 0. Then import the blend you just created.
3. Removing Occluders. Sometimes, occluders might get some weird shadows in the mesh and we need to fix it by removing them. To do that, go to the LIGHT resource in the warehouse. You will see Occluders in the right menu. Click edit.
You will see a popup and click the clear button. Then save and save again the .package. Put in game and test. It should now display correctly.
HERE is a .RAR with everything I used to fix it. I case you get stuck or what to see closer.
Good luck!