Use the AFLT "Save Placement Data As" option in that dialog box.
Do not re-use the proposed existing filename that AFLT may otherwise intend to output; instead use a
modified version of AFLT's proposed filename.
Be certain to enter a modified name with pertinent info and a date in the name of the output file.
Also be certain to use no blank spaces; so for example, the output filename should use underscore (underline) characters as spaces but
not blanks.
Always save a ZIP of any / all files that (even potentially) 'may' be over-written
before AFLT is allowed to over-write it with an updated output file.
Don was thorough in researching how airfield lights look- and are placed- in real world airfields.
If AFLT output of both custom light types is FPS-limited via FS2Kx SDK for custom replacement lights, perhaps we can still use AFLT's data in other ways.
Don asserts AFLT makes AFD-type airfield light positioning closer in appearance to IRL.
You can extract his XML for light placement, and use it with FSX default XML code for built-in AFD lights to otherwise still use FSX' default AFD-type airfield lights.
In other words, you can use AFLT to generate improved placement coordinates that are substituted to place FSX' KBHM AFD-type airfield lights.
After you successfully master saving your AFLT project data, you can make use of the XML code that it outputs as source data to modify KBHM's lights.
Ultimately, the edited XML source code can be used to make modified versions of KBHM airfield lights that have for example, merely been re-positioned.
NOTE: In most cases, airfield lights are pre-programmed objects associated with other AFD-type infrastructure objects that have fixed parameters.
Thus, wirhout ADLT, one may not be able to edit most parameters for AFD-type lights, as they are simply toggled ON / OFF as associated features of other objects.
Don does not go into details as to
which attributes are different in the lights created by AFLT; he merely asserts they may be more true to IRL lights.
Since FAA criteria do not vary much- if at all- throughout world wide airports, AFAIK, not many airports have custom lighting that does
not follow FAA lighting criteria.
FAA Taxiway Edge Light criteria info is here:
https://www.google.com/search?q=FAA...wgcJMS4xMC4yMS4xyAd2gAgA&sclient=gws-wiz-serp
https://www.faa.gov/documentLibrary/media/Advisory_Circular/150-5340-30J.pdf
https://www.faa.gov/Air_traffic/publications/atpubs/aim_html/chap2_section_1.html
So, I do not know that much needs to be- or should be- made custom for airfield lighting that can not be dealt with by ADE, AFX, FSXPlanner etc.
As AFLT custom lights seriously impact FPS , it may be best to use it as an editor GUI, then use AFLT's XML to update a custom airport's XML.
IIUC, that way we may use default AFD-type lights and avoid the FPS issues.
AFAIK, the FS2Kx AFD lights are built into either the FSX executable- or another DLL- as optimized objects that render with high priority and high FPS at run time.
So, if you dislike ADE's GUI to edit airfield lights, then AFLT can be used to edit those lights and generate XML to be integrated with KBHM's default XML.
At some point that may involve manual editing of XML code elements within a text editor like NotePad++.
Otherwise, you may need to find another airport editor with a GUI which you like.
It may be that the issues which you most want to change, are best dealt with by Don's other utility -
Apron Edge Lights Processor:
https://www.fsdeveloper.com/downloads/49296-Apron_Edge_Lights_Processor.zip
"Apron Edge Light Processor
**************************
Apron Edge Light Processor is a small utility developed for my own use that will adjust the color, brightness and spacing of apron-edge lights in a FS9 or FSX airport file (.bgl).
Start execution of Apron Edge Light Processor, specify the path to the airport file and set the desired values for the other parameters.
When ready, click the Go button. The selected airport file will be updated. No backup file is made so you may wish to
back up the airport file before modifying it."
IIUC, Don refers to your custom KBHM airport BGL and/or XML for the build you wish to modify.
So, that 'should' be the file for both input- and output (after making a ZIP backup)- by Apron Edge Light Processor.
But, before abandoning ADE's GUI AFD-type light editing features, I would recommend first to review the ADEv165 PDF Manual in detail:
http://download843.mediafire.com/x6...lxti9A/8rp6jr7en9xwdls/manual_english_165.zip
PS: I have attached a ZIP of the XML code for FSX' default KBHM; it does not include any potentially required default APX2420.bgl- or OBX2420.bgl- scenery library object placements.
You may wish to review that default airport XML, to see how KBHM is actually coded as source data (...and which is able to be compiled by SDK BGLComp.exe).
It was extracted from its default source multiple airport BGL via Windows NotePad from:
[FSX_install_path]\Scenery\World\Scenery\0302\Scenery\APX2420.bgl
...using scruffyduck's BGL2XMLGUIv110:
http://www.mediafire.com/file/c35bxkqe2ngn5u2/Bgl2XmlGui.zip/file
GaryGB