Hi John:
You're on the right path to successful conversion of the FS2002 airport file format to FS2004 (aka "FS9") file format.
The
*.SCA file output by BGLAnalyse31 is text, and can be viewed by Windows NotePad or NotePad++ etc.
Generally speaking:
To view and convert the (8) detectable 3D models in your original SCASM format airport scenery file:
[PADQ_John_Hubbard install path]\Scenery\PADQ_FS9.bgl
...just import the file into Arno's ModelConverterX (aka "MCX") available here:
https://www.scenerydesign.org/development-releases/
Another feature of MCX is the Material Editor, which shows mapped colors and Texture image Materials.
Since MCX shows currently only "system" colors are mapped onto the 3D model Faces, one may edit it in a 3D modeling application.
If you place all original mapped Texture image Materials in a local \Texture sub-folder paired with the airport BGL in a \Scenery folder, MCX may be able to further discover and list those Texture images used in addition to the "system" colors detected thus far.
The 3D models may then be exported to a file format that can be imported / edited in a 3D modeling application.
You can then apply generic or photo-real texture image Materials of your choice instead of "system" colors ...if you are inclined.
BTW: Another feature of BGLAbalyze31 is the ability to report the internal 3D model Bitmaps referenced in SCASM code.
I have attached that report file; note that some are Nova textures etc. which may still be downloaded from flightsim.com if desired.
Other listed textures you 'may' find somewhere on your system with this handy utility:
www.voidtools.com
https://www.voidtools.com/downloads/
Code:
; ----------------------------------------
; PADQ_FS9.bgl bitmap files listed on Mon Oct 10 10:37:23 2022
; ----------------------------------------
; LatRange( N57:37:19.82 N57:52:15.46 )
; ----------------------------------------
nova4kO.bmp (LoadBitmap)
RRBLD5.bmp (LoadBitmap)
nova4ak.bmp (LoadBitmap)
nova4kO.bmp (LoadBitmap)
RRBLD5.bmp (LoadBitmap)
nova4ak.bmp (LoadBitmap)
RRBLD7.bmp (LoadBitmap)
RRBLD1.bmp (LoadBitmap)
AbhngrB.bmp (LoadBitmap)
akhang.bmp (LoadBitmap)
nova6ak.bmp (LoadBitmap)
nova5ak.bmp (LoadBitmap)
nova6ak.bmp (LoadBitmap)
nova5ak.bmp (LoadBitmap)
nova4ak.bmp (LoadBitmap)
RRBLD5.bmp (LoadBitmap)
akhang2.bmp (LoadBitmap)
airbuild.bmp (LoadBitmap)
nova4ak.bmp (LoadBitmap)
FrStn.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Ag_hngrA1.bmp (LoadBitmap)
Ag_hngrA.bmp (LoadBitmap)
Ag_hngrA1.bmp (LoadBitmap)
tinfrnt.bmp (LoadBitmap)
tinroof.bmp (LoadBitmap)
tinfrnt.bmp (LoadBitmap)
AK-AIR_FREIGHT2.bmp (LoadBitmap)
AG_covCrate.bmp (LoadBitmap)
DoorPanel.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
NewRoofVertD.bmp (LoadBitmap)
NewRoofVertD.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
Doors.bmp (LoadBitmap)
WoodwallH1.bmp (LoadBitmap)
Brick-2.bmp (LoadBitmap)
Brick-2.bmp (LoadBitmap)
Brick-2.bmp (LoadBitmap)
Brick-2.bmp (LoadBitmap)
Concrete.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel_tank3.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel_tank3.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel_tank3.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel_tank3.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel-2.bmp (LoadBitmap)
fuel_tank3.bmp (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
AKf.lag (LoadBitmap)
AKf_.lag (LoadBitmap)
fbo_boards.bmp (LoadBitmap)
fbo_extwal.bmp (LoadBitmap)
FBOCL.BMP (LoadBitmap)
fbo_boards.bmp (LoadBitmap)
tinrooff.bmp (LoadBitmap)
DGdoor7.bmp (LoadBitmap)
people3.bmp (LoadBitmap)
people8.bmp (LoadBitmap)
AGFBO_Signs4.bmp (LoadBitmap)
DGdoor7.bmp (LoadBitmap)
wood01.bmp (LoadBitmap)
WOOD1.R8 (LoadBitmap)
wood01.bmp (LoadBitmap)
AEA.R8 (LoadBitmap)
AK-AIR_FREIGHT2.bmp (LoadBitmap)
AK-AIR_FREIGHT.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
Lights.bmp (LoadBitmap)
After re-export from a 3D modeling application, 3D models can then be placed and exported by MCX to a FS2004 Scenery BGL format.
AFAIK, it appears ADE is able to successfully import / convert most if not all of the AFD content in your original airport BGL.
IIUC, all one need do is re-arrange the way Aprons are linked / drawn via the ADE GUI, then save and compile to BGL (in FS9 Mode).
But certainly ADE in FS9 Mode could import / convert the FS9 stock PADQ, and you could modify that instead.
I hope this helps a bit more.
GaryGB