Hi DragonH, you need to show more info, your config.txt and the structure of your folders in your project would be a start. Again, you need to import into your Material Editor (you do not state which 3D program you use, I assume 3DS Max or GMax), a texture named as per this
web page of the DevWiki and name it with the right, current naming convention:
If only one font type is used:
Digit textures (digit_1.tga to digit_6.tga) are replaced automatically with alphanumber textures (alphanumber_0 to alphanumber_9) and the alphanumbers in your alphanumber folder also need these names (alphanumber_0 to alphanumber_9).to show up in Surveyor.
Which means, if you need 4 running numbers (single, 10s, 100s, 1000s) on your locomotive, you have to import 4 of these plain (dummy) textures (picture of it further below) into your Material Editor named from digit_6.tga.m.onetex to digit_3.tga.m.onetex and texture and UVW unwrap these with the above stated plain/dummy texture on to your number board mesh(es). The digit_6.tga.m.onetex will be your 1s, digit_5.tga.m.onetex will be your 10s, digit_4.tga.m.onetex will be your 100s and so on. Hence you need to apply this plain/dummy texture (picture of it further below) named digit_6.tga.m.onetex to the place where the single number will be on your number board, the digit_5.tga.m.onetex where your 10s will be and so on.
This is if you only need one single font (number set) on your locomotive. You DO NOT USE THE ACTUAL ALPHANUMBER texture to texture your number boards, you ONLY use these above named dummy number textures (picture of it further below) textured on to these number board meshes AS A PLACE HOLDER only, so Trainz will know which number to pull from your alphanumber textures folder (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b if more than 1 font is used, 2 different fonts are used in this example and compare their names with the single font names above to see the difference) and where to place these. Hence the correct naming and correct placing of these dummy textures is VERY IMPORTANT or you will have 10s mixed up with 1000s or such or these simply will NOT SHOW in Trainz.
Now this is getting a bit more complicated if you use MORE than one or 2 font (number set), meaning 2 or more different fonts, say, a black number on the side of the cab and a white number on the top of the cab's number board and possibly a different coloured large number board in the middle of a locomotive or such. The names to use are then different, depending on how many different fonts (number sets) one needs to use. As per the DevWiki:
If two or more font types used:
Digit textures (digit_1a.tga to digit_6a.tga and digit_1b.tga to digit_6b.tga etc) are replaced automatically with alphanumber textures (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b)
and the alphanumbers in your alphanumber folder also need these names (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b) for 2 fonts and (alphanumber_0c to alphanumber_9c and/or alphanumber_0d to alphanumber_9d) for subsequent fonts being used.
Hence you need to import as many differently named dummy textures into your Material Editor of your 3D program, to accommodate all the different alphanumber sets needed. Say, you need 4 numbers per number set, and you need 3 different fonts (number sets), you will need 3 times 4 (12) differently and correctly named dummy texture maps as per the DevWiki page in your Material Editor of your 3D program.
The name of your alphanumber folder is VERY important or Trainz will not know where to get these sets of alphanumbers from, hence study my config.txt of any of my late locomotives which all should have auto/running numbering. Important, the name can be any name, as long as that name is also the name of your alphanumber folder in your project. Hence study the WoT tutorial and any of my locomotive's config.txt files to see what you must do to get this name right. Another thing of importance, I use a 32x32 pixel dummy texture with a a few smaller coloured squares in it.
<----WARNING, this texture is a JPG, this needs to be a TGA format named as per the numbers names texts in the DevWiki.
This helps me in UVW unwrapping each digit_x(x).m.onetex uniform and the SAME SIZE to each section of the number board mesh (1s,10s etc.). By trial and error you soon will see if your alphanumber displayed in Surveyor will show its correct size on the number board mesh in Trainz. Adjust the UVW unwrapping accordingly if the number displayed is either a bit/shade too large or too small or too wide or too narrow.
Your dummy texture map used for all digit_x(x).m.onetex textures does not need to be large, the above dummy texture is a 32x32 pixel sized TGA, and MUST BE named correctly for each different number as per the DevWiki page.
If you still can not see any numbers after doing all above, then check the naming of ALL IMPORTANT components like numbers, dummies, alphanumber folder etc. in your 3D program (again, I do not know what you use) and where all these components are in your project folder and IF these are in the correct location where they need to be in your project. Also check if you UVW unwrapped the dummy texture large enough on your number board mesh, I usually use the almost full size of the above shown dummy textures on my locomotive number board meshes. If you UVW unwrap the dummy texture way too small or way too large, you will NOT differenciate or see any numbers on your number board mesh.
I placed extra text in here that others not familiar with auto numbering can get familiar with it. I had NO trouble following the WoT numbering tutorial in conjunction with the locomotive numbering DevWiki page.
Have fun, I think you will need it.
VinnyBarb