After re-reading Derek's RW3 route and model building documentation draft here in the forum, I stumbeled over the TrainDecal.fx shader, which shall bring us the use of full 8-bit alpha for numbering and other stencil (logo etc.) textures. So in other words, translucency instead of transparency. That sounded promising, so I gave it a try!
Below are four screenshots, showing the results. To better illustrate just how incredibly well this works, I took these screenshots with Anti-Aliasing turned completely off! And the numbers and lettering is still very sharp and doesn't flicker at all. VERY COOL!!!

Setting up these in your model is quite simple.
In 3DC, all you need to do is:
- for autonumbers: rename the primarynumber_X.ace/bmp to decal_primarynumber_X.ace/bmp -- leave the name of the numbers textures unchanged
- for normal textures: rename the files decal_filename.ace/tga
- update all texture references in your model (hint: select your entire hierarchy, then run the "Swap Texture Files" plugin from the Plug-Ins > Materials menu)
- use a full 8-bit (greyscale 256 color) alpha channel on your tga textures for a nice anti-aliasing effect on the fonts
- for best results, export the tgas as uncompressed aces
- in the model: use the shader TrainDecal.fx now on all parts that you want to use these new textures on (autonumbers, stencils, etc.)
- in the model: change the Tx Alpha from Transparency to Translucency
- re-export the model and you are all done!
Here's how it looks, all four pics are straight from the game.
(Now, switch anti aliasing back on in the settings and it'll look even better!)




Cheers,
Michael