Semi-transparent windows on a car.
This article assumes you are familiar with rotors shader prop or building asset creation and regular vehicle asset creation using sub meshes.
Each sub mesh is limited to 32 vertices, this is because vertex paint is used to define each spinning "wheel" and every wheel adds 8 to the green vertex color channel.
Car windows split into 4 sub meshes. Normals of each mesh are facing straight on an axis. The side windows will spin around X axis, windshield around Y, rear window around Z. Note that ingame the Y axis is up/down.
To change the shader and automatically calculate vertex paint and tyre parameters, use this script.
Everything is the same way as for regular rotors shader props and buildings, except for the alpha map. On vehicles, the sub meshes will be 50% transparent by default and the alpha map can only make it even more transparent.