Hi Ed:
AFAIK, IS3 only writes "placement" code in the BGLs it creates using a proprietary scenery placement XML compiler that is nearly identical in output format ...to that of FS SDK BGLComp itself.
IIUC, IS3 will also put a few proprietary code blocks into the BGL which allows it to use the BGL as a 1-piece file while it performs object placement tasks.
All that propietary "work" XML code can and is stripped out when IS3 placement BGLs are de-compiled, then re-compiled via FS SDK BGLComp.
When desired, after placing even "
1" scenery library object and saving that placement into that re-compiled BGL (via
IS3 GUI), that BGL is again considered acceptable and re-usable by IS3 for any needed 'edits' (...and will again contain a small amount of "work" code, and will again be subject to total control by IS3).
The substantial difference in how IS3 operates compared to other scenery library object placement tools (
-except for perhaps, Lamont Clark's "Whisplacer" ? 
), is that IS3 takes total control over object display for scenery library objects placed via IS3.
When we have saved
any changes into a scenery placement BGL created or edited by IS3, IS3 will assume total control over display (or non-display) of objects "placed" by that BGL.
When that scenery placement BGL is "Opened" by IS3 as the (only) file currently able to be 'edited' in any way by IS3, and if in fact any changes are
saved into that placement BGL by IS3, this engages the mechanism of total control exerted by IS3 over all objects placed by that BGL.
The objects placed that BGL will only be visible for the remainder of the FS session when IS3 is loaded, and that BGL must be manually re-loaded via the IS3 GUI after exiting that FS session and re-starting FS.
FYI: If we subsequently "Open" yet another scenery placement BGL in IS3 as the (only) file currently able to be 'edited' in any way by IS3 (regardless of whether any changes were
saved into the previously "Opened" placement BGL by IS3), any such BGL previously "Opened" by IS3 for editing or simply to enable display ...will remain "active" in FS under the auspices of- and under the control of- IS3, and thus any objects "placed" by that BGL will also have their display enabled as long as the FS session continues.
CAVEAT: After exiting FS, any placement BGLs previously opened / edited by IS3 will
NOT have object display enabled, and one would have to
again manually "Open" those BGLs to enable display of any objects placed by those BGLs.
The objects seen on-screen during placement, or after placement, are being displayed via
OpenGL under the auspices of the Instant Scenery module, and
not by FS itself.
IIRC, those 3D objects seen on-screen while being placed / manipulated by IS3 when such a placement BGL is created / editing placement properties, or when simply opened to enable display after re-starting FS, are
NOT the original 3D object MDLs being called from inside the scenery object library.
AFAIK, those objects seen on-screen are separately-created "
proxy" objects 'derived' from the original MDLs ...used by IS3 to allow display via
OpenGL technology (which is distinct from any 3D object display also cincurrently taking place via FS' default Windows
DirectX sub-system.
So, to be certain one is seeing the intended 'normal' display of 3D scenery objects as a function of their material properties and BGLComp 'placement' display parameters / element modifiers etc. via FS' on-screen rendering engine by means of the Windows
DirectX sub-system:
* after completing each editing session wherein changes are
saved into a BGL via the IS3 GUI, one
must exit FS
*
MOVE the placement BGL to a new location that IS3 does not "know" about.
* re-start FS
* add a new 'active' Area layer to FS scenery library for the BGL's new location
This should allow "
normal" display of your custom 3D scenery objects by FS ...via
DirectX
BTW: Your custom 3D MDLs for scenery library objects placed via IS3 are
NOT kept or copied inside the "placement" BGL file, and still remain un-altered inside your original scenery object library.
Be aware of the fact that as soon as one opens that placement BGL and
saves any changes into it via the IS3 GUI, IS3 will once again "
know-where-it-lives", IS3 will resume total management of display, and IS3 will substitute 3D object "
proxies" ...rendered on-screen via
OpenGL rather than via
DirectX.
Hope this helps explain a bit more of the methods and technology IS3 uses (as I have come to understand its evolution over the years ...since I first began using the same author's Abacus EZ-Scenery in FS2002, and during the course of the IS2 Beta program).
PS: I sent you a PM here at FSDeveloper.
GaryGB