OK, I'll prepare a mini-tutorial for turning on the IS3 labels feature in a few minutes.
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( The following is an excerpt copied from one of my prior posts in another thread troubleshooting an issue at KMYL )
NOTE:
Instant Scenery works in FS2004 (aka "FS9"), as well as in FSX and P3D v1>3.
Instant Scenery version 2 (aka "
IS2") or version 3 (aka “
IS3") offers a couple of ways to visually identify "objects from
all scenery files" in a specified radius near the user aircraft via display of colored text info on-screen at run time for BGLComp-XML-placed objects in a scenery object placement BGL; thus, one does not need to "
guess which placement file it is that you need to modify", or to 'decompile' a placement BGL.
NOTE: Whether or not a XML scenery object placement BGL was made by IS2 / IS3 won't matter, as those BGLs made via other methods such as either FS9 / FSX BGLCompiler... can normally also be opened by IS2 / IS3.
So, even if a (non-IS2 / IS3) XML scenery object placement BGL has been decompiled, edited, and and re-compiled via FS9 / FSX SDK BGLComp, it can again be opened by IS2 / IS3, and used to place more objects.
IS2 / IS3 can ID those Objects, Generic Buildings, and Exclusions "placed" near the current aircraft location from ALL scenery files which are 'active' in FS within a number of miles specified for the IS2 / IS3 object labels "scan" radius.
Identify objects in IS2 / IS3 “Move / Delete Objects” mode
In FS9 / FSX free-flight mode using any aircraft at the scenery project airport:
Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level
1.) Slew aircraft to (minimum of) 50 to 100 feet AGL
2.) Open IS2 / IS3 from FS9 /FSX main menu > Add-ons > Instant Scenery
3.) On the IS2 / IS3 main menu, click on the ‘Folder icon’ (Open Scenery) and "
Open" your scenery placement BGL in question
4.) Back in FS9 / FSX, right-click the ground, and click to ‘check’ “
Move / Delete Objects”
5.) Again in FS9 / FSX, right-click the ground, and click “
Labels”, then click to ‘check’ “
All Objects”
6.) Once more in FS9 / FSX, right-click the ground, and click “Labels”, then click to ‘check’ “
Library and Model”
7.) Back in FS9 / FSX with IS2 / IS3 still open, move the mouse cursor over objects to select them (mouse-over)
NOTE: When selected by a ‘mouse-over’, scenery objects in the currently “open” IS2 / IS3 or other XML scenery object placement file... will display their bounding box, and their corresponding library and model name will be highlighted on-screen.
Alternatively, another method may be used to scan multiple IS3 or other XML scenery object placement files all at one time... .
Identify objects in IS2 / IS3 “Show Objects From All BGLs” mode
In FS9 / FSX free-flight mode using any aircraft at the scenery project airport:
Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level
1.) Slew aircraft to (minimum of) 50 to 100 feet AGL
2.) Open IS2 / IS3 from FS9 / FSX main menu > Add-ons > Instant Scenery
3.) In FS9 / FSX, right-click the ground, and click “
Labels”, then click to ‘check’ “
All Objects”
4.) In FS9 / FSX, right-click the ground, and click “Labels”, then click to ‘check’ “
Library and Model”
5.) In FSX, right-click the ground, and click
“Extras”, then click to ‘check’ “
Show Objects From All BGLs”
NOTE: From the latter context menu, a “
Objects From All BGLs” dialog pops up
6.) In the “Objects From All BGLs” dialog, click to ‘check’ “
Objects”, “
Gen. Buildings”, and “
Exclusions”
7.) Still in“
Objects From All BGLs” dialog, click in
“Radius, NM” to set a
Ex: (
1) nautical mile radius; click “
Scan”
IIUC, after the BGL scan is done, IS2 / IS3 should identify on-screen, "ALL" default FS and 3rd party XML-placed scenery objects 'active' in the FS scenery library... for that geographical area (within a
Ex: 1 mile radius of the aircraft) at the scenery project airport.
Alternatively, you could go through the laborious manual testing process required to identify the 3rd party add-on scenery object
placement BGL (and
NOT the scenery object library BGL !
) responsible for the erroneous object placed at the airport ...by trial and error.
This can be done by sequentially disabling half of all your installed add-on scenery packages, checking the airport in FS at run time for elimination of the erroneous object
placement, then disabling half of your remaining 'active' add-on sceneries, checking the airport in FS at run time for elimination of the erroneous object
placement, etc. ...repeating that process until you can narrow down the suspect add-on scenery package containing the
placement BGL; you can then find which object
placement BGL from that package is responsible for the erroneous object
placement at the airport.
However, if the objects in question are not placed via BGLComp, but rather via Autogen methods, we must instead follow the latter procedure described above to remove the objects in question from Default.XML:
https://www.fsdeveloper.com/forum/threads/scenery-objects-editor-button.443351/post-803942
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Hope this helps identify the "objectionable" scenery object(s) in question !
GaryGB