http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781359
Hi Gary,
Thanks for clearing all of that up for me. You mentioned some things that I would like to have a better understanding on, but first, let me explain that I think I know why I was getting the error message and FSX crashing. When I clicked on an object, say for example a jetway, it gave me the choice to add to first file shown in that menu, or to add to another different file. What I was doing is browsing to my 
main airport bgl file.
Example: when I clicked the object I want to place and the menu pops up, I choose "Add to Another File. Then I would browse to C:\FSX\Addon Scenery\scenery\KSEA_ADEX_KM.BGL, which is my main airport file, and I kept thinking that I browse to the airport file I want to use to place my object.
But apparently, that was the wrong way to do it. So, I browsed to C:\FSX\Addon Scenery\scenery and then click to add the file. This time, I did not get any error messages.
So, does this mean that I do not add objects in IS3 to the main airport file?
		
 
		
	 
Correct; do 
NOT add scenery library object placements from IS3 to 
ANY airport file; create a separate "placement" BGL. 
 
	
		
	
	
		
		
			Now to the things you mentioned:
	
		
	
	
		
		
			http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781263
So, to use ADE for output of a BGL containing 
only code for placement of such scenery library objects, one must request that ADE split object placement from the remainder of airport object-specific objects, so that 2 or more BGL types are created when one compiles a project.
		
 
		
	 
I'm not sure what you mean. How do I request that ADE split the object placements and why do I need these 2 bgl placements?
		
 
I have decided against recommending that you explore the option to attempt using ADE to perform a "Complex Split" during compilation for output of placement code for scenery library objects in BGLs that is distinct from placement code for airport-specific objects output into other BGLs.
I may be mistaken, but IIRC, ADE once featured a means to do this 
without including 3D MDLs and airport-specific objects ...together with scenery library object placement code.
I do not see the option to do this in current versions of ADE. 
 
Regardless, as you will see below in this posted reply, I shall instead recommend that you 
NOT mix placement code for scenery library objects in BGLs created by ADE ...when saving placements from Instant Scenery.
If you have a 1-piece airport BGL made by ADE that you personally created that you wish to remove scenery library object placements from in order to put them into a BGL created ONLY by Instant Scenery, I may be able to help you with that.
However, there are benefits to both the 2D placement GUI of ADE and the "live-in-FS-preview-mode" 3D GUI offered by Instant Scenery.
If you prefer seeing thumbnails and/or foot prints for scenery library objects in the ADE work-space, and you only use ADE for such scenery library object placements 
in the immediate vicinity of an airport, then ADE may prove quite useful for that purpose.
Outside the airport area, however, using Instant Scenery for scenery library object placement may be your best option.
	
		
	
	
		
		
			http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781263
Explore all output options within ADE if you want to be able to compile a BGL that can be used with Instant Scenery. 
 
		 
		
	 
	
		
	
	
		
		
			I'm confused about this because I keep thinking that IS3 writes those objects to the ADE airport file, and that was why I selected KSEA_ADEX_KM.BGL after I choosing an object in IS3, but of course, I got the error message and FSX crashed. So, do you mean that I need to go to Options and set it to compile a bgl for IS3, and if so, I don't know how I would do that.
		
		
	 
By default during the first session when Instant Scenery saves placement code into a BGL, it creates its 
own 'new' BGL in:
[FS9 or FSX install path]\Addon Scenery\
Scenery.
NOTE: This process is explained under "
Adding the object to scenery" on Pages 11 and 12 -of- the 39 page Instant Scenery version-3 "ReadMe.PDF" file (User’s Manual) installed with the Demo
The end user is prompted as to whether they wish to save into that BGL with the pre-supplied default file name.
If the user chooses a different folder path and/or file name via "
Add to Another File", that different path and/or file name becomes a "most recently used" value submitted the next time the end user saves a scenery library object placement.
At that time, the end user can browse and edit the pre-supplied file name with a different folder path and/or file name (which then becomes a "most recently used" value submitted the next time the end user saves a scenery library object placement).
I suggest that it is a "best practice" to use (1) scenery library object placement BGL for 
each airport-related project using a name structure somewhat similar to the one that ADE submits for 
ex: airport projects.
But in this case, one may opt to 
add a _PLC suffix at the end of the suggested file name, as a clue that the BGL type is 'only' a scenery library object placement BGL that does 
not contain other types of code or the actual 3D MDLs themselves in a BGLComp-XML-type library format (which would effectively "Geo-lock" placement of those objects ...but that is an entire separate subject unto itself).
	
		
	
	
		
		
			Another thing I want to understand is that how do I know if the BGL is a placement object or something else?
		
		
	 
Although there are ways to determine via de-compilation whether a *._OBJ BGL created by ADE has only airport-specific 3D objects, or a '
mix' of airport-specific 3D object MDLs 
and other MDLs for 3D scenery library objects from default or 3rd party sources along with scenery library object placement code, that subject matter may prove complex for some newcomers to learn, and thus may confuse them.
Worse yet, tinkering with that technology may lead some to 're-package' MDL objects into other BGLs with resulting duplication of such objects and/or their GUIDs, with generally undesirable consequences to their FS run time rendering of such objects as well as overall FPS performance ...and potentially also for any others in the FS Community who install such BGLs containing 're-distributed' 3D MDLs.
So, I am just not going to recommend doing that at this time.
I will, however, simply state that is a "best practice" to 
NOT mix placement code for scenery library objects in BGLs created by ADE ...when saving placements from Instant Scenery
	
		
	
	
		
		
			By the way, I found another jetway at the 3D Warehouse that would (work ?) I'm think(ing ?) about using because it looks more realistic. What I mean is that the jetways used in ADE is just a basic jetway and (does) not have the part that actually connects to the building.
The problem is that the placement is wrong, way over in Denver, Colorado. I guess that was where the model was created. So, how do I go about using IS3 to load this jetway I've downloaded from the 3D Warehouse so that I can place it ?
Ken.
		
		
	 
First, bear in mind that you may not be permitted to distribute / re-distribute to the public, any original 
or modified version of a 3D model from the 3D Warehouse ...without written permission of the author.
That said, if this is intended only for use on your own computer, you may opt to download a KMZ version of the 3D model, then edit to remove or change the Geo-location information in Sketchup via:
Sketchup Menu > Window > Model Info > Geo-location.
PS: I see you have started another thread on this topic at the "official" Instant Scenery support forum on the Flight1 SimForums website:
http://www.simforums.com/forums/topic58916_post373545.html#373545
Please remember my reply to your OP here in this thread regarding Instant Scenery 3, and the basis for the history of infrequent replies and support that have thus far been the pattern of the author since Instant Scenery was released.
It will do little good to nag, complain, or threaten to request a refund (or non-purchase); if anything, doing that may influence the developer to question whether he wishes to even continue with development for a stable, reasonably well-documented product geared IMHO, primarily towards more knowledgeable FS Developers ...that he may have (necessarily) moved beyond in order to work on updating other current products and/or developing new products. 
 
Also, bear in mind that historically, there was NO support mechanism at all for EZ-Scenery and any of the authors other products at Abacus aside from a 'community self-help' sub-forum located on a web site for a legacy 3rd party scenery product named "Birds Eye View" (aka "BEV") years ago.
So, I suppose we should be glad that at least a few times per year, we do occasionally have the opportunity to communicate with the author and receive replies.
But you should 
not expect timely and/or interactive support for that product line by that author. 
 
And on a practical basis, aside from the manual, support is via the "community self-help" mechanism there ...and here at FS Developer. 
 BTW
BTW: I am both curious 
and concerned that you stated a IS3 context menu option offered a path to "
Add to APX151150" and/or IIUC, that path was offered via the "Add to Another File" browse dialog.
All I can say based on what I read is, you should '
thank your lucky stars' that you did 
not  choose the "
Add to APX151150" option, which is, as you stated "the default (airport ?) file in FSX" for ICAO KPVD.
My concern is how that even got into the "most recently used" file database of Instant Scenery !  
 NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!
NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!
GaryGB