I'd like to take a minute here to explain how the way I map trucks ended up saving me gobs of time on this. I've learned to use a modification of
D2S's methodology along with actual truck photos to create the shading/highlighting I need and make sure everything lines up properly. Because the truck itself is generally modelled from the photos, it makes everything go together rather well once I buckle down and actually decide to do it.
For this truck, I mapped everything initially to black, used BinEdit's in-game mapper at zoom level 1 to get a base to work with, copy the image into PSP, and work with the wireframe as my boundaries. It really pays dividends in situations like this, where I had to map the taillight around a corner using 2 separate images. Working backwards from the wireframe, the first time I mapped the tailgate with the texture, it lined up almost dead perfect with the bedside. I had to chop a couple of pixel rows off the taillight, and adjust some shading, but overall it was a quick job. This was a relief as I was expecting to spend a couple of hours getting this to look the way I want, instead it took ~45 minutes.
At this point, the back of the cab, the windshield, and a decision on whether or not I keep the bed rails are all that's left. I'll be glad when this is all done...making body models is a PITA and takes forever, but it'll be another canvas for me once it's complete. Plus I love seeing my stuff used on other people's trucks, strange as it may seem, and based on the buzz I'm getting, this one's gonna be popular.