VIDEO TUTORIAL, CLICK IMAGE

A run down.
Merge your logo and sig code meshes into one and adjust/remove the hierarchy tiers as you normally would like with the collision instructions on the sticky thread. Apply col and idcode vertex channels and uv1 channel with ego tools.
Rename the part to fx_logo, removing the Xmaterial and Xlod names.
UV map the 6 ID code segments and the logo segments as seen on the boron destroyer on the uv1 channel (ID codes all uv mapped to the top left A, logo projected full scale).
Vertex colour the 6 sig code parts with the black and white values below, 1st digit dark to last digit light on the idcode channel. col channel should be all white (unless you want to colour your logos or ID).
Change the material names to to p1paint.paint_idcode and p1paint.paint_logo.
Black white values.
0.0
0.15
0.3
0.45
0.6
0.75
Logo is white vertex colours.
Export and convert with the P1 converter Local.
This is an image the .blend I exported from :-

Proof video! (excuse the bad UV mapping on the right side of the ship

Thanks for the help Shuulo!