I have copied and pasted the 2 lines into the IGS_ExpModFile.txt shown above and saved it as IGS_ExpModFile.txt.
# File: IGS_Export_ModFile.txt
# Default Export Data Modification (EDM) file for Blender IA/IGS exporter Bigex
#
# This default modify file is a good place to specify all global / general replacement instructions.
# This may be Shader names, Texture file specs, etc
# For the replacement expressions regarding a specific 3D model / igs file, you should use the
# modify file: "<Your_igs_export_file_name>_ModFile.txt"
#
# All replacement instructions found in both files will be applied on the export data which will
# be written into the igs/is file.
#
# Search ranges:
# Search ranges are specified in square brackets. The opening bracket must be the first charachter
# at the beginning of a new line.
# e.g. [ObjectList:EntryName]
# where ObjectList is the list which EntryName entries are searched through.
# All replacement instructions after this replacement specifier until end of file or until the
# next replacement specifier, are related to the object list and entry specified.
#
# Replacement instructions:
# - the whole string from beginn of a line until the = will be used as search string
# - the whole string from = until end of a line = will be used as replacement string
# Only exceptions are:
# - string with length of 0 (zero) will match everything. So be carefull.
# - numbers or ranges in square brackets e.g. [99], [10-19], [n], [n-m] will be applied only
# on the n-th, resp. n-th to m-th entry in the specified object list. (see examples below)
#
# Comments:
# Each line staring with a # contains comments and will be ignored at execution time.
#
# Examples:
#
# Example 1:
# ...
# [Materials:ShaderName]
# SName1=SName2
# ...
# replaces the shader name for all materials with the current shader name 'SName1' to 'SName2'
#
# Example 2:
# ...
# [Materials:ShaderName]
# [99]SName1=SName2
# ...
# sets the shader name of material number 99 to 'SName2' if the shader name is 'SName1'
#
# Example 3:
# ...
# [Materials:ShaderName]
# [99]=SName2
# ...
# sets the shader name of material number 99 to 'SName2' regardless what it is currently.
#
# Section header for shader name name replacement
# [Materials:ShaderName]
# Shader Names (non-fx shader)
# Note: Replacemet not activated ( commented out with #) due to Blender can hold the full name
#
# Tex=Tex
# TexDiff=TexDiff
# BlendATexDiff=BlendATexDiff
# AddTex=AddTex
# AddATex=AddATex
# N O T E : The following expressions are activated (not commented out with #)!
#
# Section header for shader name name replacement
[Materials:ShaderName]
# Shader Names (fx shader)
#
Shadow=StencilShadow.fx
TrDiff=TrainBasicObjectDiffuse.fx
TrGlass=TrainGlass.fx
TrSpec=TrainBasicObjectSpecular.fx
TrSpecEM=TrainSpecEnvMask.fx
TrBumpSpec=TrainBumpSpec.fx
TrBumpSpecEM=TrainBumpSpecEnvMask.fx
TrLightMap=TrainLightMapWithDiffuse.fx
TrEnv=TrainEnv.fx
TrFlora=TrainFlora.fx
TrVFaceFlora=TrainViewFacingFlora.fx
TrUpVFaceFlora=TrainUprightViewFacingFlora.fx
LoftTexDiff=LoftTexDiff.fx
LoftTexDiffTr=LoftTexDiffTrans.fx
Skin=SkinDiffuse.fx
Water=WaterCubeMap.fx
WaterScenery=WaterScenery.fx
Sky=TrainSkyDome.fx
[Materials:ZBufferMode]
[glass.*ZTO.*]=3
[Materials:AlphaTestMode]
[glass.*TRA.*]=1
Which folder is the IGS_ExpModFile.txt then placed in, is it the .blend file, or some where else please.

Sorry for being vague but I dont find the manual clear in its instructions.
Thank you for your help.
Mike