Hi,
I'm the one who worked on that scenery (BTW, after I sent the ADE file I realized I forgot to update the ATIS Comm from UGEE which I have in an update here).
For the others not familiar with this airport, what the original author did was to use his own textures for runways, taxiways, and aprons. He then placed these textures using SCASM command DrawTriList in which you assign vertices (typically set to relative to ground level with y set to 0 in a VertexList command) to bitmap pixels u/v. The idea is to place a texture "on the ground". The problem is that FS9 and FSX want to also place runways, taxiways, and aprons "on the ground" using the BGLComp commands as well. The intent of the author is that his custom ground textures would "cover up" the bglcomp textures. Here is my understanding: When FS9 and FSX compose the view for display the renderer has to determine what objects are " in front" of others, so that they are drawn and the ones "behind" are hidden. From what I have seen FS9/FSX often get confused with these ground-level textures and it is difficult to get the sim to treat the texture as "in front of" the default textures. (The subtlety here is that the scenery is created with one texture "higher" than another, but the renderer has to compute the "in front of" relationship, aka z-order. That isn't hard when your view is looking down from above the airport, but when you are low to the ground, the view angle is very small relative to the ground so computing the "in front of" relation is not easy.)
What I experimented with was adjusting the Flatten elevation relative to the runway and airport elevations, to try to force FSX to see the desired texture as "above" the default ones, but that didn't work. The next step would be to try adjusting the vertex x,y,z values (really, just the "y"s) and reassembling his scenery files but I did not attempt this due to
a. I have no way to do this other than in a text editor so it would be constant experimentation and
b. I don't really like reassembling someone's else's scenery, except maybe for my private use.
Anyway, attached is the ADE zip with the ATIS comm fixed.
scott s.
.