Hi Davide:
FSX / P3D will not detect and load 3D scenery MDLs unless they are packaged inside a BGL.
FSX / P3D will not detect and load 3D scenery MDLs unless they are 'placed' via instructions inside a BGL.
FSX / P3D will not detect and load 3D scenery in an assigned display priority unless listed and set 'active' via Scenery.Cfg
IMHO, it is not a good idea to simply drop 'mod' BGLs / mapped textures into FS default Addon Scenery folder chain.
It is best, IMHO, to create a 'folder chain' for one's mods / add-ons, and link an Area layer to it in Scenery Library GUI.
The scenery folder chain linked to an Area layer is assigned a display priority by its "stack" position in Scenery.Cfg.
We control BGL load / display priority
within a linked \Scenery folder's Area layer via BGL "alphanumeric" file naming.
For a 3D model mod to display in assigned priority, we create a "folder chain":
* A "Top-Folder" with (2) locally paired sub-folders, named:
* Scenery
...and:
* Texture
LIRF_Davide_Mods <-- Top-Folder
...|_
Scenery
<-- 3D model (MDL) packaged inside 'Scenery Object Library' format & placement BGLs go here
...|_
Texture <-- Texture Material(s) mapped onto 3D model go here
.............................(convert copy of original texture to
DDS file format for FSX / P3D)
For a 3D model mod to display in assigned priority, we must link a "Top-Folder" with (2) locally paired sub-folders to an Area layer in FSX / P3D Scenery Library GUI.
Once linked via the FSX / P3D Scenery Library, the new Area is positioned at the desired layer position in the "stack".
Area layers higher towards the top of the "stack" of layers, have higher display priority.
Typically we place airport mods near the top of the "stack" of layers to achieve display priority
above FS default.
This allows us to exclude- and replace- or add to- the underlying default airport / any add-on airport ...scenery.
When processing a 3D model exported by our 3D modeling application via MCX,
have a target folder chain ready.
In MCX, [
Import] the Blender exported 3D model in OBJ, DAE or other format
On the MCX icon toolbar > click
button #7 to launch
Material Editor.
Refer to the
MCX Manual which comes inside MCX' ZIP file installer and all development version updates:
ModelConverterX.pdf > 6.5 Material editor > 6.5.2 Textures tab
On MCX {Textures} tab on the second line of the dialog box:
* Texture Folder > click [
...] button to Browse / Select MCX target output sub-folder path to
ex:
[FSX install path]\Addon Scenery\
LIRF_Davide_Mods\
Texture
On MCX {Textures} tab on the second line of the dialog box:
[
Format Convert] pick-list >
DDS (required for FSX / P3D) "
check" both these options:
* Ensure size Power of two
* Over-write existing textures (this means any already inside that
target folder but
not one's original source MDL)
Click to highlight and select the
entire stack of textures listed as mapped onto the 3D MDL you are converting
Click [
Save Textures] button; (
...wait for all files to be converted before proceeding further)
On MCX {Textures} tab on the second line of the dialog box:
If desired, click [Prefix all with model name] to add the 3D model's name at the start of all mapped Texture names
Close Material Editor, and return to MCX 3D Preview workspace
On the MCX icon toolbar > click
button #5 to launch
Object Placement.
Refer to the
MCX Manual which comes inside MCX' ZIP file installer and all development version updates:
ModelConverterX.pdf > 6.3 Object placement editor
After your 3D model is 'placed', close Object Placement Editor, and return to MCX 3D Preview workspace
On the MCX Menu > click [
Export Scenery] > Save As dialog > Save as type:
FSX BGL file (*.bgl)
Browse / Select MCX target output sub-folder path to your target locally-paired scenery Area layer sub-folder
ex:
[FSX install path]\Addon Scenery\
LIRF_Davide_Mods\
Scenery
(...or as previously shown above as a folder chain: )
[FSX install path]
...|_\Addon Scenery
......|_\
LIRF_Davide_Mods
......|_\
Scenery
After export of your scenery as a (hybrid) FSX Scenery Object Library consisting of (1) 3D model
with placement code:
In FSX / P3D Scenery Library GUI >Add Area > link your scenery folder chain > position in 'stack' for display priority,
Run FSX / P3D and inspect your results.
I hope this gives you a more informative guide to the steps that may be performed via the MCX export feature set.
NOTE: There is a FSX / P3D export plugin for Blender that may help automate (some) of the steps described above:
https://www.fsdeveloper.com/forum/forums/blender.136/
PS: As you may know, the default FSX / P3D Rome LIRF airport is in:
[FSX install path]\Scenery\0602\scenery\
APX51170.bgl
This can be imported to ADE / used as a guide for your mod 3D model size / shape / position with default JetWays.
FYI, the default FSX / P3D Rome LIRF terminal 3D model is in:
[FSX install path]\Scenery\EURW\scenery\
Rome.bgl
This can be imported to MCX / used as a guide for your mod 3D model size / shape / position with default JetWays.
GaryGB