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UPDATE: Version 2.0 with both Steam and Microsoft Store Support
NOTE: Some APX*.bgl files no longer decompile such as those in APX15180.bgl and APX15170.bgl covering the San Francisco region. This is due to MSFSBglXml no longer being updated or supported. It did work on earlier installs of MSFS but before which sim update I'm not sure.
This is a little program that works in conjunction with "msfsbglxml" that will allow you extract a single airport to an XML file <Airport> section that you can then use to rework an airport much like an AFCAD but within the MSFS inbuilt SDK kit.
The reason I needed this was for personal use, as my local airport in MSFS has one of the runways permanently closed with big X's on the runway, plus the runways are grass with ashphalt pads at each end of the runways. In all the years of Flight Sim, no one has ever touched this airport. So my only choice is to rework it.
I have only tested this on the Steam version of MSFS and will double check the code for the Microsoft Store version when I get a chance.
Here's a quick rundown of functionality, basically all you have to do once the initial setup is done is input the ICAO code of the airport you want to rework.
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NOTE: Some APX*.bgl files no longer decompile such as those in APX15180.bgl and APX15170.bgl covering the San Francisco region. This is due to MSFSBglXml no longer being updated or supported. It did work on earlier installs of MSFS but before which sim update I'm not sure.
This is a little program that works in conjunction with "msfsbglxml" that will allow you extract a single airport to an XML file <Airport> section that you can then use to rework an airport much like an AFCAD but within the MSFS inbuilt SDK kit.
The reason I needed this was for personal use, as my local airport in MSFS has one of the runways permanently closed with big X's on the runway, plus the runways are grass with ashphalt pads at each end of the runways. In all the years of Flight Sim, no one has ever touched this airport. So my only choice is to rework it.
I have only tested this on the Steam version of MSFS and will double check the code for the Microsoft Store version when I get a chance.
Here's a quick rundown of functionality, basically all you have to do once the initial setup is done is input the ICAO code of the airport you want to rework.
- To extract an airport you'll first need to download and install msfsbglxml from the link above
- Then all you'll need to download and unzip MSFS_Airport_Extractor to a directory of your choice
- Next, double click on MSFS_Airport_Extractor.exe to run the program
- It will generate a MSFS_Directory.ini file which will hold the path to your Microsoft Flight Simulator\Packages\Official\Steam\fs-base-genericairports\scenery folder where all the airports are in APX*.BGL files in subdirectories
- Next, on the first install it will ask for the path to your folder that has msfsbglxml.exe file, just put the directory in. It will write a .ini file to point to the .exe file e.g. C:\MSFS Applications\MSFSBGLXML\MSFSBGLXML.exe
- Those 2 files are needed to point to the Airports subdirectory in MSFS and run the .exe to extract the airport
- Next it will ask you for the 4 character ICAO code of the airport you want to extract, if you mis-key it or the airport with that ICAO code doesn't exist in the sim it will ask you to verify you have input the correct ICAO code, if you have put in the right code, and it asks you to verify again then that airstrip/field/port doesn't exist in MSFS
- Once you have put in the code and it finds the airport it will extract it for you to the MSFS_Airport_Extractor folder with the filename named as the ICAO of your airport and .xml e.g. KLAX,xml
- This code is only the code for that airport in XML, all the stuff between <Airport> and </Airport> for that airport, you'll currently need to cut and paste it into a template project from the SDK for simple airports
- Once you have done that you can open up your airport project in DevMode and start reworking aprons and taxilines, and parking spots etc. What the project will bring in will be the Runways, Taxiways, Lighting, Aprons etc, I'm guessing if you want to change the frequencies or other nav stuff you can do that but they are not contained in the extracted xml. In your Airport section of the editor you can choose what to exclude, say you've changed an apron only, just turn on the exclude for the aprons from the original airport. That's up to the user to figure out which airport excludes to turn on. I can go into further depth if it doesn't make sense
- Then all you have to do is build your reworked airport scenery and copy it to the Community folder in MSFS
- Made it so it asks the user if they have the Microsoft Store or Steam version of MSFS installed, user selects 1 or 2, if users have installed MSFS to a custom folder they'll need to manually point the MSFS_Directory.ini to their custom install location
- Wrap the XML code ready to go with XML header information for the MSFS project folder
- Port the program to a Windows Form Application (i.e. GUI) to make it more user friendly
- Prompt the user to fill out the main project.xml files with developer name, project name etc and set up the folder structure so it's a one stop shop, you put in the airport code and out the other side it generates your MSFS airport project folder ready to load it in to the MSFS project editor. No need to manually set up a project folder and dig through the project xml and json folders, it'll do it for you.
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