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P3D v6 Can ADE Be Updated to Work With P3Dv6?

I would first try to exclude all the signs with a huge polygon. It's possible the sign placement used offsets and the origin may not be right at the sign's center point.
OK, I tried excluding all the taxi signs with a polygon around the entire airport and this worked.

I've never had to do that before with airports in v4 or v5.

Unfortunately, in order to remove a few, I would now have to manually replace the 60 or so that I excluded.

Thanks.
 
OK, I got the P3Dv6 stock buildings to show in ADE by adding the APX airport file's corresponding OBX file to the ADE library.

I should have thought of this earlier.

Still no taxi signs, though.
 
Hi, I have an payware airport in my P3D and the approach lights are missing the flashing rabbit lights, is there a way I could add it to P3Dv6? :)
 
So I had some issues using ADE on V6, I could not hide defualt buildings, taxiway edge lights & taxiway signs, I could not get rid of them even trying all the usual tricks, . anyway this worked using claude Ai so i can move on with my scenery now, obiously i cant share the actual program but here is what claude did, basicly add all this text to your claude code and it should make it use the excludeGenericBuildingObjects="TRUE & excludeTaxiwaySignObjects="TRUE that are in the V6 SDK

ADE v01.79 working with P3D v6 — complete guide

Hi all. I've been working on getting ADE functional with P3D v6 and managed to solve several issues. Sharing
everything here so others can benefit. Credit to Claude Code (AI assistant) for helping work through the binary
patching and BGL format research.

——————————————————
1. PATCH ADE TO RECOGNISE P3D v6
——————————————————

ADE v01.79 tops out at P3D v5. Since all the "v5" strings are the same byte length as "v6" it's a simple direct byte
patch — no decompiler or recompile needed.

Close ADE completely then run this in PowerShell (right-click PowerShell → Run as Administrator):

Code:
  !! CHANGE THIS to your ADE install folder !!

  $adeDir = "C:\Path\To\Your\ADE"

  Backup originals first

  Copy-Item "$adeDir\Airport Design Editor.exe" "$adeDir\Airport Design Editor.exe.v5backup"
  Copy-Item "$adeDir\jmSDELib.dll"              "$adeDir\jmSDELib.dll.v5backup"

  Load files

  $exe = [IO.File]::ReadAllBytes("$adeDir\Airport Design Editor.exe")
  $dll = [IO.File]::ReadAllBytes("$adeDir\jmSDELib.dll")

  Patch all P3D v5 references to v6 (single byte change each: 0x35 -> 0x36)

  $exe[1816248]=0x36; $exe[1596954]=0x36; $exe[1802813]=0x36
  $dll[733496]=0x36;  $dll[733570]=0x36

  Write patched files

  [IO.File]::WriteAllBytes("$adeDir\Airport Design Editor.exe", $exe)
  [IO.File]::WriteAllBytes("$adeDir\jmSDELib.dll", $dll)

  Write-Host "Done. Launch ADE and check Settings - it should now show P3D v6 paths."

After patching, ADE's compile target dropdown shows P3D v6 and it finds your P3D v6 installation and SDK
bglcomp.exe automatically via the registry. Compiling works — v5 and v6 use the same BGL format.

To revert: copy the .v5backup files back over the originals.

——————————————————
2. SUPPRESS P3D v6 PROCEDURAL TAXI SIGNS
——————————————————

P3D v6 generates taxi signs procedurally from airport taxiway data. ADE's exclusion rectangles cannot suppress them —
this is a known incompatibility. However the P3D v6 bglcomp.xsd schema exposes an attribute that does work:
excludeTaxiwaySignObjects="TRUE" on an ExclusionRectangle.

ADE doesn't expose this in the UI, so it must be added manually to the compiled XML after every ADE compile, before
running bglcomp.

Add this near the top of the compiled XML, just after the <FSData ...> opening tag:

Code:

Use coordinates covering your whole airport area with a comfortable margin. Your own ADE-placed custom taxi signs are
not affected — they are explicit BGL objects that load after the exclusion clears the default signs.

——————————————————
3. FIX BLUE TAXI EDGE LIGHTS
——————————————————

ADE always compiles taxiways with edge lights set to TRUE. In P3D v6 this produces unwanted blue lighting along all
taxiways. Fix by editing the compiled XML before running bglcomp:

Code:
  $content = Get-Content "your_airport.xml" -Raw
  $content = $content -replace 'rightEdgeLighted="TRUE"', 'rightEdgeLighted="FALSE"'
  $content = $content -replace 'leftEdgeLighted="TRUE"',  'leftEdgeLighted="FALSE"'
  Set-Content "your_airport.xml" $content -Encoding UTF8

——————————————————
4. POST-COMPILE SCRIPT (automates 2 and 3)
——————————————————

Since ADE regenerates the XML from scratch on every compile, I wrote a PowerShell script that applies all fixes
automatically after every ADE compile. Save this as postcompile.ps1 in your ADE project folder and run it after
every ADE compile:

Code:
  Edit these paths for your setup

  $xml     = "C:\Path\To\ADE!AdeTempWorkOnly\YOURAIRPORT.xml"
  $bglcomp = "C:\Program Files\Lockheed Martin\Prepar3D v6 SDK 6.x.x.xxxxx\World\Scenery\bglcomp.exe"
  $scenery = "E:\Prepar3D v6\Addon Scenery...\scenery"

  if (-not (Test-Path $xml)) { Write-Host "XML not found - compile from ADE first."; exit }

  $content = Get-Content $xml -Raw

  Add taxi sign + object exclusion if not already present

  if ($content -notmatch 'excludeTaxiwaySignObjects') {
      $block = "n   <ExclusionRectanglen" +
               "      latitudeMinimum="YOUR_LAT_MIN"n" +              "      latitudeMaximum="YOUR_LAT_MAX"n" +
               "      longitudeMinimum="YOUR_LON_MIN"n" +              "      longitudeMaximum="YOUR_LON_MAX"n" +
               "      excludeTaxiwaySignObjects="TRUE"n" +              "      excludeGenericBuildingObjects="TRUE"/>"
    $content = $content -replace '(<FSData[^>]*>)', "$1$block"
      Write-Host "Added exclusion rectangle."
  }

  Fix edge lights

  $content = $content -replace 'rightEdgeLighted="TRUE"', 'rightEdgeLighted="FALSE"'
  $content = $content -replace 'leftEdgeLighted="TRUE"',  'leftEdgeLighted="FALSE"'

  Set-Content $xml $content -Encoding UTF8

  Recompile - must run from bglcomp folder so it finds bglcomp.xsd

  Push-Location (Split-Path $bglcomp)
  & $bglcomp $xml 2>&1 | Write-Host
  Pop-Location

  Copy to scenery folder

  $bgl = Join-Path (Split-Path $xml) ([IO.Path]::GetFileNameWithoutExtension($xml) + ".bgl")
  if (Test-Path $bgl) {
      Copy-Item $bgl $scenery -Force
      Write-Host "Done. Reload scenery in P3D (Ctrl+Shift+F5)."
  } else {
      Write-Host "WARNING: BGL not found - check bglcomp output above."
  }

——————————————————
5. REMOVE DEFAULT OSM BUILDINGS AT YOUR AIRPORT
——————————————————

P3D v6 loads OpenStreetMap 3D buildings from OBX*.bgl files in the scenery tile folders. These are completely
separate from the BGL exclusion system — ExclusionRectangle, excludeAllObjects, CVX polygons and autogen suppression
all have no effect on OBX buildings.

The OBX filename matches your airport's APX tile number. If your default airport file is APX24210.bgl, the OSM
buildings file for that same tile is OBX24210.bgl in the same folder.

To remove: simply rename it to OBX24210.bgl.disabled. P3D will ignore it. Reload scenery and the buildings are
gone.

Note: this removes OSM buildings for the entire tile, not just the airport area. If you want a surgical fix, create a
polygon in ADE-GP over the building areas using ASPHALT or CONCRETE surface type — the CVX polygon generated will
suppress OBX building placement in that area only.

——————————————————
6. FIX THE "No parameterless constructor for UnknownObject" CRASH
——————————————————

This crash happens when you try to reopen an .ad4 file that ADE saved after certain operations (scanning unknown BGL
records from the default airport, or placing ExclusionRectangles via the ADE UI). ADE stores these as UnknownObject
wrappers in its protobuf binary — and then can't load them back.

The .ad4 file is a ZIP file containing a protobuf binary. The fix requires:

  1. []Extract the inner binary from the ZIP
    []Find and remove the Unknown Record byte ranges
    []Update ALL affected protobuf length-prefixes (there are nested levels — every length-delimited field whose content
    range spans the removed bytes needs to be reduced by the same amount)
    []Repack as ZIP

I have a full PowerShell script for this — happy to share it if anyone needs it. Note that ADE re-inserts these
Unknown Records every time it rescans the default airport BGL, so the fix needs to be reapplied periodically.

Also: do not place ExclusionRectangles via the ADE UI — ADE saves them incorrectly and will break your .ad4.
Add them manually to the compiled XML instead (see point 2 above).

——————————————————

Hope this helps keep ADE alive for P3D v6 users. None of this touches the core compile logic or BGL format — those
still work fine. The main limitations remaining are the UI for exclusion polygons and the UnknownObject serialisation
bug, which would need a proper IL-level patch to fix permanently.
 
Actually, ADE can exclude the P3Dv6 taxi signs, airport buildings, and other objects.

You place an exclusion rectangle around the entire airport to remove the taxi signs. To remove most stock airport buildings and other objects, you can use Load Stock Data to load them, and then delete them, which will create a micro-exclude for each one.

At some airports there are buildings which are actually part of the local scenery. This scenery is named "OBX#####.bgl" and is in the scenery/xxxx/scenery folder where the airport AFX file is located and uses the same number as that AFX file. Like bozza72 says, you can just rename this file by changing its .bgl extension to .XXX or whatever you wish, which will remove these buildings. Note that this also removes these buildings from the surrounding area scenery, but this isn't usually a problem since most of these buildings are unrealistic and just plain ugly.

Dave
 
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