Ok

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As you know, if you load an object in DB, the model has a bit of a smooth look. Faces whose normals are pointing away from a light are darker than faces whose normals are pointing to a light. You should work with this idea.
When you want to make a cartoony texture, you first must know where the light source will be coming from. In case of the bumper cars the lightsource is above the bumpercars. This makes it easy.
Then after you unwrapped in a way that you know a bit about where the normals of the faces on the texture are pointing, you can start with the texturing. Now we should use the idea mentioned earlier. In this case you should think if the normals are pointing right up or not. The less they are pointing up, the darker they should be. But this should not be done in a smooth way! This is the most important thing about a cartoony texture. The shading is not done smoothly, but in layers.
That means that at some point(for some angle of the normal of the face) you should suddenly make the color darker. This sudden change should be done in a quite straight line. At points where the faces are pointing straight up, you should make a white ellipse to act as a cartoony specular effect.
Now you also need black outlines. Somewhere in the code snippets section on the RGT forum is explained how you can do that. (the same model colored black with inverted normals and scaled a bit biggerat the same position as the other model).
This only gives you black lines around the object. If you also want black lines inside the object (like in my bumpercars, between the middle section and the top hemisphere for example), you should do that in the texture. It's very easy, because you would only have to draw a black line over the edges in the texture where you need it.
Then if you've put this model in the game, you should make sure that the object is not influenced by light or ambient light. Then it will look like my bumpercars .
This might sound a little complicated, but if you understand it, it is really easy. Just look at my texture!
Kevil