The animated coal load I have not further dealt with since my last post.
Problem now is the auto numbering. First time I've tried this. It's kicking my little tushie!!

In the sim, the csv file is being read. In the window where you would uncouple the cars, I do see different numbers, but I can't see them on my model. Only the placeholders with numbers 3210 are there.
I'm going by two turotials. One is by Papa Express, the other is from Chris's Trains. Each shows a different method that is throwing me for a loop.
I made the place holders 64 X64 bitmaps like Papa Express did. It's a white number on a black back ground.
The car numbers were set up using Paint.Net. This might be where I'm having issues.
From what Papa Express states.
342. Dynamic numbering for locomotive starts out in your imaging program as four 64x64 bit mapped textures. These are place holder textures. They will be seen in the our modeling program, but will be replaced in the game by the actual locomotive numbers. I am using a 1-to-4 digit system, whereas the user can give the locomotive a number of any value between 0 and 9999. For this, I will use four placeholders. These should be named as shown in the photo.
343. You will also need to create 10 - 64x64 textures that will hold the numbers that will be seen in the game. I need two different numbers, one black for the number boards and one white for the cab, so I will be making both colors on each texture. These should be saved as a Targa file, and they should have a unique name followed by _0 through _9
343. Each number texture will get an Alpha Channel that is completely black, and the number printed on each color should be completely white. In the game, this will show up as a number with no borders.
344. Save each number as a unique Targa file, with 32-bits so that the Alpha channel will show up.
Here's what Chis states.
For each digit of the number, I suggest a TrainDecal.fx Kuju material be used. This allows 8-bit alpha in the texture which gives much more pleasing results than the 1-bit black/white alpha of stencils.
The materials must be named primarynumber_0 up to primarynumber_x where 'x' is the the number of digits in the serial number minus 1. So if there are four digits, the materials must be named from primarynumber_0 to primarynumber_3.
Each of these materials should reference a placeholder texture, and these textures must be named the same as the material name itself, prefixed with decal (a requirement of the TrainDecal.fx shader). ie. decal_primarynumber_0.ace up to decal_primarynumber_x.ace, again where 'x' is the number of digits in the number minus 1.
Pay attention to the case of the filenames - Train Simulator is very particular when it comes to case. decal_primarynumber_0.ace will work. decal_Primarynumber_0.ace will not.
Click on the image here to see the relevant values.Once all the individual placeholder materials are created, they must be assembled into a Multi/Sub-Object material with the same number of elements as there are digits in the number.
For a four digit number, this material must have four sub-materials. This material must be called primarydigits. The placeholder sub-materials must be applied to the polygons in the number object in reverse. ie. primarynumber_0 is the last digit. primarynumber_1 is the second to last digit etc.The TrainDecal.fx shader allows for 8-bit alpha channels in the number textures (256 levels of grey instead of just black and white). The Diffuse channel should be the required digit colour for the model - black, white, blue etc. The most appropriate size for these textures is 32x64. The placeholder textures can be any format as they are discarded in game and replaced with the digit textures.
There must be 10 textures corresponding to the 10 digits. Name these textures something logical like number_X_black.ace where 'X' is the digit.
The object containing the digits must be named 1_0128_primarydigits_4 or similar. The '4' at the end of the name denotes the number of digits. The '0128' is the range in metres that the numbers are visible. So for a 7 digit number visible to 256m, the name would be 1_0256_primarydigits_7.
I just have no idea at all what I'm doing wrong............