I'd recommend
first reviewing
Scott Smart's excellent tutorial: "
Modifying Default Airport Terrain with SBuilder" (for FS9)
http://www.fsdeveloper.com/forum/attachments/airport-background-tutorial-pdf.13311/
If further detailed work on the airport background and/or other FS9-format Vector Textured Polygon ("VTP") land class textures used to "cover" the airport RWYs / Taxiways / Aprons is still needed, it may be possible to achieve this by utilizing the source code de-compiled from the SCASM BGLs via BGLAnalyze version 3.1.
FYI: BGLAnalyze version 3.1 de-compiles SCASM BGLs into a *.SCA source code ASCII text file that, IIUC, is a modified form of Assembler source code intended to be interpreted / compiled by SCASM.
Thus, the *.SCA or *.SCM file format is
not BGLComp-type XML.
The SCASM front-end to the BGL coding and compilation process allows a somewhat more "friendly" set of terms and structure to be used with what on the back-end becomes IIRC, Assembler scripted macros.
ASM coding in a native ASM format is more complex, and is best undertaken by experienced programmers.
When the SCASM compiler processes the SCA (or SCM) source code into a BGL, it has been reported that the code and/or its functions and features are essentially identical to that created using native ASM BGL coding and/or the XML-based FS SDK compilers.
Although it is possible to discern airport-type code structures within SCASM source code and make "simple" edits, it is a learning process which involves substantial complexity and many obscure considerations which must be borne in mind when attempting to modify airports, especially when they are Aerosoft legacy format airports written in SCASM.
Due to the complexity of working with SCASM and ASM programming code, MS Game Studios "ACES" FS development team converted the SDK to a XML-based front-end beginning with FS9 for what IIUC, is otherwise mostly still the same type of back-end internally within FSX-era compilers (...and within the BGLs they create).
If you decide to try a workflow
different than that in Scott Smarts "
Airport Modification" tutorial above, I don't recall whether Lee Swordy's
AFCAD version-2 can directly import FS8 or FS9 legacy format SCASM airport BGLs or the source code output by
AFCAD version-1.
So, it may be best to initially attempt to import the *.SCA (or *.SCM) SCASM source code into
Airport for Windows version 2.6 (aka "
AFW") to see if you can display the legacy airport properly, and then try to edit and compile a SCASM-based substitute replacement for the airport in that program.
Possibly you will understand this better than Google could attempt to translate (Google can't access this page):
http://www.wcm.at/forum/showthread.....html?s=18f8d465e8db19f1b6ab4dd94638986f&
Airport for Windows is still available to download via flightsim.com (
...Install v2.1 then upgrade to v2.6):
http://simviation.com/fsdesign_scenery1.htm
BTW: It may be possible that for certain purposes
FS2004 Scenery Generator X (aka "
SceneGenX" or "
SGX") may be used to import SCASM source code, edit, and
output BGLComp-type XML and/or BGLs ...which might then be imported into
ADE9.
CAVEAT: SceneGenX has limited usefulness for creation of Airport and other scenery of any substantial size, due to having based its calculations on Meters rather than Geographic Arc Degrees, so it can only be used for
very small project areas before inaccuracies of size, orientation, and placement become evident.
SceneGenX can still be downloaded via flightsim.com (
...Install v5.7 then upgrade to v6.1):
http://www.flightsim.com/vbfs/fslib.php?searchid=37366956
If the above search result web page will not display in your web browser, go to:
http://www.flightsim.com/vbfs/fslib.php?do=displaysearch
...and search for these file names:
sgx57fi.zip
sgxb61u.zip
PS: Scott Smart's comments on use of Airport for Windows and SceneGenX :
http://www.flightsim.com/vbfs/archive/index.php/t-141168.html
Hope this helps !
GaryGB