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I misunderstood the intent of this statement.the models themselves are present in bgl. AFLT_Lights_9 are compiled correctly.

Is the English version of Windows for development or FSX? Which version of FSX did you use for the tests? In early versions (without service packs), there were almost no problems with scenerys FS9. With the advent of SP1, the simulator has become completely different. I have FSX SP2.У вас есть доступ к английской версии Windows (а не к русской версии с выбранным английским языком)? Если да, попробуйте. Я подозреваю, что все будет отображаться правильно.
I This is normal. The post and heads are not called separately. The required number of each are called via attachpoints in the .mdl files forThe placement data for Approach_T_Post.mdl and Approach_T_Head_X_x_X.mdl do not appear in AFLT_Bases_9.xml and AFLT_Bases_9.bgl
Started over... I cleared all the project lights, created approach lights using the CALVERT template.
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Posts and heads are missing. In addition, there are problems with BGL lights - they disappear against the background of the aircraft. However, this happens with all transparent FS9 objects if they are used in FSX...I decided to find out what is the reason for the absence of objects - the objects themselves or the object to which they are attached. I created a small 5x5 square with a transparent texture in GMAX. Edited XML, replacing objects with attachment points with this square.
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In MCX, I generated a new GUID's and renamed 2 new objects. Then I created new attachment points and compiled them with a compiler for FSX.
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All objects are visible and are in their place.
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Although it seems that the lights are behind the lanterns - this is not the case... These are the problems of the material of the lights.
Added standard effects to MCX.
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It looks like FSX ignores all attached objects if compiled for FS9. Therefore, no effects appear when compiling from AFLT with the "standard effects" option.