Rick: Sorry if I was not clear enough in my reply to you, above: "In MCX, I selected the texture and set the night texture and, at the top, selected "transparency". MCX reported the acceptance of the night texture, but nothing about "transparency"."
In the MCX Material Editor, the "made" .png texture showed up and I selected it. I selected the attribute "Set Default Transparent" and clicked "Apply". In the listing, I noted that "Alpha Test" settings had changed (Function to "Greater", Level to "128", and Z-test to "TRUE") but nothing happened in the lower "report" section of the Material Editor, so I continued and selected the attribute "Night Texture" and navigated to the location of the _LM that I had created and clicked "Apply" and, in the lower "report" section of the Material Editor it reported acceptance of the night texture and both the original texture and the _LM annotated texture were present as textures. I did not consider if FSX would accept a .png file and I wonder if previously changing it to .bmp, or .dds had an effect on the transparency. I tried it one more time, exporting it with the .png file intact, but I have no clue if FSX accepted the .png files, or reverted to the .bmp versions in the exported folder.
When placing the revised .bgl into FSX, the windows are not transparent, nor is the night texture applied to the windows. It appears that the .png files had no effect on FSX and the prior .bmp and .dds versions no longer contained transparency.
I repeated this procedure after reading your above reply and, again, nothing occurred when having the "made" texture selected and selecting the "Set Default Transparent" attribute and clicking Apply. So, I think that I followed your suggestion correctly. If not, I sure would appreciate you further assistance.
Otherwise, I am going to texture the inside walls and add night texturing to them and the carpet, to attempt to get some lighting inside the terminal that may, or may not, be seen through the original "colorized" windows. John