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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Apron_lighting_using_effects_and_GMax&amp;diff=7890</id>
		<title>Apron lighting using effects and GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Apron_lighting_using_effects_and_GMax&amp;diff=7890"/>
		<updated>2010-12-04T16:41:54Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: Moved picture position else it was hiding the contents list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
[[Image:apron.jpg]]&lt;br /&gt;
&lt;br /&gt;
There has always been some confusion regarding the limitations of placing effects as ground lighting in Flight Simulator.   This document gives you complete and correct information regarding these matters and should ensure better scenery from all of you!  Detailed below are my and other peoples findings summarized into one document.&lt;br /&gt;
&lt;br /&gt;
Should you have a suggestion for the document, I would appreciate if you could comment on the forum first before changing here.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
Nick Whittome&lt;br /&gt;
&lt;br /&gt;
= Previous requirements =&lt;br /&gt;
&lt;br /&gt;
* Knowledge of GMAX&lt;br /&gt;
* Knowledge of Creating Effects files&lt;br /&gt;
* A lot of patience ;)&lt;br /&gt;
* At least one beer per hour.&lt;br /&gt;
&lt;br /&gt;
= Creating an Effect =&lt;br /&gt;
&lt;br /&gt;
Before creating an effect, you have to undertand a problem that happens with effects.   When you start Flight Simulator outside of the spawn area, you get to the airport and you have no effects.  What&#039;s happening is that the model is spawning outside of the radius that the effects work, which means that the model spawns, the effects say &amp;quot;Oh I&#039;m nowhere near the plane, I&#039;m not going to draw&amp;quot; and then the effects don&#039;t respawn because they were a one-time effect with infinite lifetime.&lt;br /&gt;
&lt;br /&gt;
You have two options.&lt;br /&gt;
&lt;br /&gt;
== Emitter Workaround ==&lt;br /&gt;
&lt;br /&gt;
The first option is to set the lifetime of the emitter to 0 in your effect file. Look for: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Emitter.0]&lt;br /&gt;
Lifetime=0.00, 0.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it should be noted that when you use this method if your **framerate drops** the **lights will get brighter** if the effect overlaps.&lt;br /&gt;
&lt;br /&gt;
== Controller Workaround ==&lt;br /&gt;
&lt;br /&gt;
The second option is to use a controller file.  There was a lot of discussion on this top on [[http://www.fsdeveloper.com/forum/showthread.php?t=830|this thread]]. I am now &#039;&#039;&#039;certain&#039;&#039;&#039; that the following instructions work, I have tested them a few times now.&lt;br /&gt;
&lt;br /&gt;
What you want to do is create a static effect much like the plane navlights, use fx_navwhi.fx as a template. (This will eliminate the brightness problem with frame rate fluctuations) and then create a proximity controller that triggers the effect within the radius of the model instantiation.  &lt;br /&gt;
&lt;br /&gt;
So what happens is the controller tests proximity and creates the effect right after the model is created.  In the sample below, I spawn the navwhih effect 10km out.  I tested this by placing the effect in Westport (on the Washington coast) and then started my flight in Olympia (about 60 miles away).  The effect was there when I got there.  You could probably adjust the distance out even further as well.  Here&#039;s the controller snippet to use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Library Effect] &lt;br /&gt;
Lifetime=5 &lt;br /&gt;
Version=1.00 &lt;br /&gt;
Radius=200&lt;br /&gt;
&lt;br /&gt;
Priority=0&lt;br /&gt;
 &lt;br /&gt;
[controller.0]&lt;br /&gt;
lifetime=0.0, 0.0 &lt;br /&gt;
type=3 &lt;br /&gt;
distance=10000.00, 10000.00&lt;br /&gt;
delay=10000000.00, 10000000.00&lt;br /&gt;
x offset=0.00, 0.00  &lt;br /&gt;
y offset=0.00, 0.00  &lt;br /&gt;
z offset=0.00, 0.00&lt;br /&gt;
effect.0=fx_navwhih, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, &#039;&#039;&#039;type 3&#039;&#039;&#039; controller is proximity, which means the effect will trigger when you are within &#039;&#039;&#039;[distance]&#039;&#039;&#039; of the effect.  In this case, 10,000 meters.  The delay set to 10000000.00 means that the controller will not trigger the effect again until 10000000 seconds have passed (and who&#039;s going to fly that long really).  Therefore it triggers a single instance of the effect when you are within 10,000 meters of the effect.  The only possible problem with this solution is that if you go outside of the radius of the effect and unload it, you might not get it back again.  But, if do that, the model will also unload, and then reload when you get within range.&lt;br /&gt;
&lt;br /&gt;
= Drawing your light boxes =&lt;br /&gt;
&lt;br /&gt;
After you have created your ground / apron in GMAX or another program, set that as your background in a **NEW** gmax file.  Obviously, if you used GMAX this will be really easy as you simply copy your ground / apron file and place it in the same location in the scenery XML.&lt;br /&gt;
&lt;br /&gt;
The reason for the new file is that you can export your lighting as a seperate MDL to your ground layout, and then you can use MDLTweaker to set display parameters for that MDL.   This means that you do not need to create effects parameters because you can turn &amp;quot;on and off&amp;quot; your entire MDL.   The other advantage of a seperate MDL file will be the fact that you can also create LOD files for you lights which we will get into later.&lt;br /&gt;
&lt;br /&gt;
Now.  Here is the time consuming part :)&lt;br /&gt;
&lt;br /&gt;
* Create a box, whatever size you want.&lt;br /&gt;
* Do &#039;&#039;&#039;not&#039;&#039;&#039; rename the box OR attach anything yet!&lt;br /&gt;
* Convert the box to an Editable Mesh, and then duplicate this box.&lt;br /&gt;
* Everywhere you want to place a light, put a box.  (You may want to lift the box up a tad....)&lt;br /&gt;
* &#039;&#039;&#039;SAVE&#039;&#039;&#039; your GMAX file and Archive this file as &amp;quot;Pre Effects attachment&amp;quot; or something simular.  Never touch this file again :)&lt;br /&gt;
&lt;br /&gt;
A more in depth tutorial for developing the light box and material can be found here [http://southwestdesign.org.uk/tutorials/lights/lights_tutorial.htm here]&lt;br /&gt;
&lt;br /&gt;
= Placing the Effect Methods =&lt;br /&gt;
&lt;br /&gt;
== Using the Attachtool Script ==&lt;br /&gt;
&lt;br /&gt;
You can use the attach tool that Microsoft kindly supplied.   This can be a time consuming method as you **must** run the tool against every object separately.  In fact, the more I think about it... you would be crazy to place this many lights using this method :)   Forget I even wrote this.... unless you are a glutton for punishment.&lt;br /&gt;
&lt;br /&gt;
== Placing the Effect using a script for multiple objects ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Adrian Woods, from the ACES Team, the following script will take every object that is named &#039;&#039;&#039;box_whatever&#039;&#039;&#039; and will attach the effect of your choice with a little editing.   When I get a chance I will get it to actually prompt you for the effect name and also ask you what the last box number was that you applied to (therefore you can run over and over again).&lt;br /&gt;
&lt;br /&gt;
[http://www.nickwhittome.com/tutorials/effects/effectboxwriter.ms Download this GMAX Script]  then edit it as required.   The information you will need to change is pretty obvious, but I shall explain.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;strAttachNumber = 0&#039;&#039;&#039; is a starting number that will count up as it applies to the boxes.   &#039;&#039;&#039;IF YOU EVER NEED TO RUN THE SCRIPT TWICE YOU MUST CHANGE THIS NUMBER&#039;&#039;&#039;.   The reason is simple, no attachpoint can have the same name otherwise it will not show in your scenery.   So, if you add more boxes, then need to run the tool again, you must set this number to the last attachpoint number to ensure a new set of unique numbers.  (Wow, that was a mouthful)&lt;br /&gt;
* The (&amp;quot;attachpt_&#039;&#039;&#039;MyEffectName&#039;&#039;&#039; is the name the box will become.  Never change the attachpt_ part, only the &#039;&#039;&#039;MyEffectName&#039;&#039;&#039; part.&lt;br /&gt;
* The next line is the data that will be written into the &#039;&#039;&#039;User Properties&#039;&#039;&#039; for the attachpoint.  You can edit as required.  You may want to add parameters, or simply change the &#039;&#039;&#039;fx_MyeffectName&#039;&#039;&#039; part to your &#039;&#039;&#039;FX&#039;&#039;&#039; file name&lt;br /&gt;
&lt;br /&gt;
Simple eh ;)&lt;br /&gt;
&lt;br /&gt;
== Creating a bounding box ==&lt;br /&gt;
Once you have placed all of your lights and have attached your effects, you **must** create a transparent bounding box around the entire set of lights / boxes.   To do this simply draw a box, and ensure that it encompasses all the boxes / lights, and then apply a standard texture.   Once that is done, set the texture to &amp;quot;0&amp;quot; opacity, then convert the box to an Editable Mesh.&lt;br /&gt;
&lt;br /&gt;
= Exporting to Flight Simulator =&lt;br /&gt;
&lt;br /&gt;
Export the Boxes (now named attachpt_whatever) and the bounding box to a MDL file.   Place this MDL file in the usual manner.&lt;br /&gt;
&lt;br /&gt;
I would strongly suggest that the lights are placed a little above the ground as this will stop the flickering of the lights.&lt;br /&gt;
&lt;br /&gt;
You may, of course, want to edit the MDL parameters using the MDLTweaker tool before compiling to your BGL library.  You should now have ground lighting!&lt;br /&gt;
&lt;br /&gt;
== I cannot see all my lights - Effect.cfg ==&lt;br /&gt;
&lt;br /&gt;
Due to a limitation in the FS Game engine, you need to add a file called **effect.cfg** into your Effects folder to ensure that all your lighting shows up.   (There is, of course, a MDL limitation of about 2000 objects - but this is not what I am referring to here).&lt;br /&gt;
&lt;br /&gt;
The file must contain:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Sprite Limit]&lt;br /&gt;
Medium=500&lt;br /&gt;
High=9999999999&lt;br /&gt;
Low=100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery Excludes and Library Objects with Attached Effects ==&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;feature&amp;quot; of the Flight simulator Exclude XML that causes effects to dissapear if you exclude Library Objects.   What this means is that the RefPoint of your excluded MDL must NOT have an exclude that includes Library Objects.   The best method is to create small excludes around object you want to get rid of.&lt;br /&gt;
&lt;br /&gt;
== View Limitation of the Effects ==&lt;br /&gt;
&lt;br /&gt;
There is a limitation on the view distance of an effect.  For apron lighting this should not really matter, but if you are creating runway lights it may.  The answer is to create LOD&#039;s of your placed effects and use a &amp;quot;brighter&amp;quot; effect on each LOD.  The way you give this impression of brightness is to actully increase the size of the effect itself.   This way, the lights show up at a distance.&lt;br /&gt;
&lt;br /&gt;
== Effects and how they affect framerates ==&lt;br /&gt;
&lt;br /&gt;
Effects, IMHO, have very little effect on framerates.... but they DO have an effect.     There has been a few threads on the forum regarding this subject. &lt;br /&gt;
&lt;br /&gt;
//(Is it affect, effect or what? - the dictionary does not help here)//&lt;br /&gt;
&lt;br /&gt;
It&#039;s indeed &amp;quot;effect&amp;quot;. Affect is a verb, generally. Of course, so is effect sometimes. Gotta love English ;-)&lt;br /&gt;
&lt;br /&gt;
== Limitation of 2000 attachpoints per GMAX export ==&lt;br /&gt;
&lt;br /&gt;
If you are creating a ground layout of lets say 1000 Effects, and then you lay down those effects again for night=1, again for dusk=1 and again for dawn=1 you now have 3000 attachpoints.   You will get an error of &amp;quot;Too Many Objects&amp;quot; when exporting using MakeMDL.&lt;br /&gt;
&lt;br /&gt;
Now...   here is a &amp;quot;gotcha&amp;quot; as well...   if you had this GMAX scene, with these 3000 objects and selected only 1000 of them for &amp;quot;Export Selected&amp;quot; **this will still fail!**.   The reason is that MakeMDL will ALWAYS try to export any attachpoint in your scene, even if you did not select the object that those attachpoints were attached to.   Get me? :)&lt;br /&gt;
&lt;br /&gt;
The workaround is simple.   Create 3 GMAX files, one for each set of 1000 attachpoints, and export them as seperate MDL files.   Then, place all these MDL files in the same location.   Problem sorted! :)&lt;br /&gt;
&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Effects]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=ObPlacer_XML&amp;diff=7869</id>
		<title>ObPlacer XML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=ObPlacer_XML&amp;diff=7869"/>
		<updated>2010-11-21T15:25:08Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is the user manual for ObPlacer XML. This tool allows you to place objects while you slew through FS. It provides you a graphical user interface to the creation of an XML scenery file. You can place library objects, effects, generic buildings or MDL objects (exported from GMax).&lt;br /&gt;
&lt;br /&gt;
You might think the features of this tool sound very similar to the [http://www.rwy12.com Rwy12] Object Placer tool and that is true. After Rwy12 was released I have considered if I should continue developing ObPlacer XML. But because I think there are some difference between these tools I have continued the development (as you can see from this new version). &lt;br /&gt;
&lt;br /&gt;
Rwy12 is a great tool if you are not really a scenery designer and want to place a few library objects around your favourite airport. But for a scenery designer who just wants to place an object he has made in GMax and which is unique for a certain airport I think Rwy12 is not really efficient, as you would have to make a special XML file for Rwy12 first, while ObPlacer XML is able to read your BGLComp library XML or add the MDL object directly.&lt;br /&gt;
&lt;br /&gt;
If you feel you are more comfortable with placing objects from a predefined library, I advice you to take a look at Rwy12 instead. If you by now still think this could be the tool for you, please continue reading the rest of this manual.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[http://www.fsdeveloper.com/forum/downloads.php?do=file&amp;amp;id=13 Installer version]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/downloads.php?do=file&amp;amp;id=12 Zipfile version]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
The installation procedure of ObPlacer XML depends on the version you have downloaded. If you have downloaded one of the installers, then you only need to run that installer and you are ready to go. If you have chosen to download the ZIP file version, you need to unzip the content of the file to a folder of your choice.&lt;br /&gt;
&lt;br /&gt;
Before you can start using ObPlacer XML there are two things that you need to check. First you need to make sure that FSUIPC is installed on your computer. FSUIPC is the module that ObPlacer XML uses to communicate with Flight Simulator and to read or write the position of your aircraft. If you do not have FSUIPC installed yet, you can download it from the [http://www.schiratti.com/dowson.html FSUIPC homepage]&lt;br /&gt;
&lt;br /&gt;
Without FSUIPC you can still use ObPlacer XML to place your objects, but you will have to type in the coordinates manually. So it is strongly adviced to use FSUIPC, as you can then just slew around in FS to get the correct coordinates.&lt;br /&gt;
&lt;br /&gt;
To make use of the dynamic preview of the GenericBuilding objects, you will need to install the latest version of the graphical DLL files by Martin Wright as well. Without these files the dynamic preview will be disabled (but the rest of the tool is still working). You can get these DLL files from his [http://www.mnwright.btinternet.co.uk homepage].&lt;br /&gt;
&lt;br /&gt;
The first time you start ObPlacer XML a configuration file will be made. If you are updating ObPlacer XML and you get crashes at startup, please remove your current &#039;&#039;config.xml&#039;&#039; file and let ObPlacer XML create a new one for you.&lt;br /&gt;
&lt;br /&gt;
To get preview pictures with most default library objects, it is also adviced that you install the additional picture pack that is available from [http://www.fsdeveloper.com FsDeveloper.com]. Just unzip all these pictures to a subfolder called &amp;lt;code&amp;gt;pics&amp;lt;/code&amp;gt; in your ObPlacer XML folder.&lt;br /&gt;
&lt;br /&gt;
If you ever want to uninstall ObPlacer XML, you can run the uninstall program that is located in your ObPlacer XML folder. You can also start this uninstaller from the &amp;quot;Add or remove software&amp;quot; section of the control panel. If you used the ZIP file distribution you can just delete the folder you placed the files in.&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
This section describes the components of the graphical user interface. As the interface is totally new compared to the previous versions of ObPlacer XML it is advised that every user reads this section.&lt;br /&gt;
&lt;br /&gt;
The interface consists of the following main elements:&lt;br /&gt;
&lt;br /&gt;
* A main form that contains a list of all objects placed in your XML file&lt;br /&gt;
* A form with a tree view of all object available for placement&lt;br /&gt;
* A form that shows the properties of the currently selected object&lt;br /&gt;
* A form that can show a preview of the selected object&lt;br /&gt;
&lt;br /&gt;
Below you find an image of how the interface of ObPlacer XML can look. Besides the main elements, which will be described in more detail later, the interface also contains a menu bar and a status bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_screen.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== The dockable forms ===&lt;br /&gt;
&lt;br /&gt;
One of the main features of the new interface is that the forms are dockable. So you can arrange them in a way that suits you. The object tree, the object properties and the preview form can all three be placed either at the top, bottom, left or right side of the screen. You can also change their width and height. All other space is filled with the list of placed XML objects. Your current layout of the forms is saved when you export ObPlacer XML, so it will have been remembered the next time you start again.&lt;br /&gt;
&lt;br /&gt;
For example, when placing library object I prefer to have the object properties and the preview form on the right, as you need quite some space to display the tree of available objects. When placing GenericBuildings on the other hand, you need a lot of space for the properties (as I hate to have to scroll through them). So in that case I prefer to have the preview on the left, together with the available object tree.&lt;br /&gt;
&lt;br /&gt;
You can also undock the forms and use them as floating forms. If you have a multi monitor setup you could even place the preview form full screen on your second monitor.&lt;br /&gt;
&lt;br /&gt;
=== Menu bar ===&lt;br /&gt;
&lt;br /&gt;
==== File ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mfile.jpg]]&lt;br /&gt;
&lt;br /&gt;
The file menu gives you access to the usual things you would expect there.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New XML&#039;&#039;&#039; Create a new XML file. You are asked to provide a name for the new XML file. If the file already exists you will be ask if you want to overwrite it.&lt;br /&gt;
* &#039;&#039;&#039;Open XML&#039;&#039;&#039; Open an existing XML file.&lt;br /&gt;
* &#039;&#039;&#039;Save XML&#039;&#039;&#039; Save the currently loaded XML file.&lt;br /&gt;
* &#039;&#039;&#039;Save XML As&#039;&#039;&#039; Save the currently loaded XML file, where you get the chance to provide a new file name.&lt;br /&gt;
* &#039;&#039;&#039;Compile BGL&#039;&#039;&#039; Compile the currently loaded XML to a BGL file. You will be asked to provide the location for this BGL file (the default location is in the same folder as your XML file). Your selected location will be remembered and used as default the next time you compile. This is done for each XML file separately. During the compilation you will be shown a form that displays any messages from the compiler.&lt;br /&gt;
* &#039;&#039;&#039;Export as SHP file&#039;&#039;&#039; Save the current XML file as a shapefile((If you have no idea what I am talking about here, just skip this item, so will probably not need it in that case. This is more an advanced option if you want to export your XML data to another format.)). This option only works if you have installed the file &#039;&#039;shapelib.dll&#039;&#039; on your system (not provided with ObPlacer XML). In the database file belonging the to shape file, the GUID, name and the comment of the object are written.&lt;br /&gt;
* &#039;&#039;&#039;Last opened files&#039;&#039;&#039; At the bottom of the menu you will find a maximum of 8 XML files that you have recently used. This allows you to reopen them faster.&lt;br /&gt;
&lt;br /&gt;
==== Edit ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_medit.jpg]]&lt;br /&gt;
&lt;br /&gt;
The edit menu gives you the option to undo recent changes your made to the XML file. This can either be adding or removing an object, adding or removing a local MDL object or changing the parameters of an object.&lt;br /&gt;
&lt;br /&gt;
Temporarily files are created in your ObPlacer XML folder for each undo state. So during runtime this could take a little harddisk space, but these files will be removed once your close ObPlacer XML.&lt;br /&gt;
&lt;br /&gt;
The number of undo steps that you can perform is almost unlimited. The counter of the undo list has a maximum value of 32767, but I doubt someone will make that many changes to a single XML file.&lt;br /&gt;
&lt;br /&gt;
Besides the undo functionality, the edit menu also gives you access to a Coordinate conversion tool and a SHP file import option. These two options only work correctly if you are using the Dutch RD coordinate system, so they are probably not of much use to most users.&lt;br /&gt;
&lt;br /&gt;
==== Objects ====&lt;br /&gt;
&lt;br /&gt;
The Object menu is also available as a right click menu in the available object tree, its functions will be described in more detail when that form is discussed.&lt;br /&gt;
&lt;br /&gt;
==== View ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mview.jpg]]&lt;br /&gt;
&lt;br /&gt;
The view menu allows you to enable or disable the display of the three dockable forms. So if you don&#039;t need the preview at the moment for example, you can hide it to get more space for the other forms. Clicking the option again will bring back the form at its last location.&lt;br /&gt;
&lt;br /&gt;
=== Statusbar ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_statusbar.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
At the bottom of the screen you find a statusbar. In the left side messages can be displayed, for example when you add new objects. On the right you find two buttons, each with a special function.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dockable&#039;&#039;&#039; The dockable button indicates if the forms are dockable or not. If you click this button you will notice that the text becomes greyed out and now you can no longer dock or undock forms. This is to prevent trouble when you are moving a floating form and it keeps docking while you do not want it to do so. Or to make sure you do not undock a form by accident.&lt;br /&gt;
		&lt;br /&gt;
* &#039;&#039;&#039;FSUIPC&#039;&#039;&#039; The last button indicates the connection status with FS. If no connection could be made using FSUIPC the label will show &amp;quot;FSUIPC failed&amp;quot; and when a connection could be made the label will read &amp;quot;FSUIPC OK&amp;quot;. Clicking this button has no effect, ObPlacer XML tries to make the connection automatically.&lt;br /&gt;
&lt;br /&gt;
=== Placed objects ===&lt;br /&gt;
&lt;br /&gt;
The center part (this depends a bit on how you arranged the dockable forms) of your screen is reserved for the list of the objects you have placed in your XML file. When you click on an object in this list, its properties will be displayed in the object properties form (this form is discussed in more detail later) and the tree view will move to this object as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mlist.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you right click on an object you will get the menu as shown above. This menu gives you access to the following functions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remove object (R)&#039;&#039;&#039; This removes the currently selected object from the XML file.&lt;br /&gt;
* &#039;&#039;&#039;Move upwards (Z)&#039;&#039;&#039; This moved the currently selected object upwards in the list. This enables you to rearrange your objects in a logical way.&lt;br /&gt;
* &#039;&#039;&#039;Move downwards (A)&#039;&#039;&#039; This moved the currently selected object downwards in the list. This enables you to rearrange your objects in a logical way.&lt;br /&gt;
&lt;br /&gt;
The letters between brackets behind the function name are the keyboard shortcuts that you can also use the perform that function. So if you press the Z key, your selected object will be moved downwards.&lt;br /&gt;
&lt;br /&gt;
=== Available objects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_objtree.jpg]]&lt;br /&gt;
&lt;br /&gt;
The available objects tree gives an overview of all objects you can place in your XML file. This tree consists of the following categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Default library objects&#039;&#039;&#039; This category contains objects that are available in the default library that come with Flight Simulator. This list is certainly not complete, so if you have found other useful objects please let me know so that I can add them. When you have installed the picture pack for ObPlacer XML as well, most of these objects will get a preview image.&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039; This category contains all effect files you have installed in your Flight Simulator. They are read directly from the effects folder on your PC. Please remember that some of them are designed for aircraft and will not work in scenery.&lt;br /&gt;
* &#039;&#039;&#039;User library objects&#039;&#039;&#039; When you add the XML source of your own object library, a new entry will be made in this category. Under this entry you can then find all the objects of this user library. When using these objects, you need to make sure that you distribute the library BGL together with your placement BGL.&lt;br /&gt;
* &#039;&#039;&#039;MDL objects&#039;&#039;&#039; When you add a MDL object, created with GMax, to ObPlacer XML it will appear under this category. Please be aware that objects placed with this method are locked to a certain geographic location, so it is not advised to call them as library objects from another XML file.&lt;br /&gt;
* &#039;&#039;&#039;Generic building&#039;&#039;&#039; This category allows you to create XML style GenericBuildings. The dynamic preview will help you to see how the building is going to look in Flight Simulator.&lt;br /&gt;
* &#039;&#039;&#039;Misc&#039;&#039;&#039; This category contains miscelaneous XML object. At the moment only the Fuel Trigger object falls into this category (note: the Misc section is not shown in the screenshot).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mobjects.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected an object in the tree list, you can right click to get a menu with functions you can perform. If you want you can also access these functions using the File, Objects menu. If a function is not valid for the object you have currently selected, it will be greyed out. The available functions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Add new object before selected (P)&#039;&#039;&#039; This will place the currently selected object from the tree list, before the currently selected object of your XML file. This allows you to group objects in a specific way. After you have added the object, you can adjust its properties if needed in the object properties form.&lt;br /&gt;
* &#039;&#039;&#039;Add new object at end of list (E)&#039;&#039;&#039; This will place the currently selected object from the tree list, at the end of your XML file. After you have added the object, you can adjust its properties if needed in the object properties form.&lt;br /&gt;
* &#039;&#039;&#039;Update selected object&#039;&#039;&#039; This will update the selected object in the XML list, to the object you have currently selected in the tree list. This allows you for example to replace one library object with another, without having to create a new one. All properties remain the same, only the object is changed. This option is only allowed if the objects you have selected are of the same type. So both must be effects or library objects.&lt;br /&gt;
* &#039;&#039;&#039;Add user library&#039;&#039;&#039; This gives you the option to load a new user library XML file into ObPlacer XML. This user library is then stored in your config and loaded again the next time you start ObPlacer XML.&lt;br /&gt;
* &#039;&#039;&#039;Add Rwy12 library&#039;&#039;&#039; Just like the option above this allows you to load a new library into ObPlacer XML. This option allows you to read Rwy12 XML files, while the preview one reads BGLComp source XML files.&lt;br /&gt;
* &#039;&#039;&#039;Add local MDL&#039;&#039;&#039; This gives you the option to add a MDL files to your current XML file. As this object is stored in your XML file, it is only available in this file.&lt;br /&gt;
* &#039;&#039;&#039;Remove local MDL&#039;&#039;&#039; This allows you to remove the currently selected local MDL file from your XML file. All placed instances of the object will then also be removed.&lt;br /&gt;
* &#039;&#039;&#039;Mass add MDL folder&#039;&#039;&#039; This allows you to add all MDL objects in a certain folder to your XML file at once.&lt;br /&gt;
* &#039;&#039;&#039;Rescan object tree&#039;&#039;&#039; This option rescans the object tree. This can be useful if you have installed a new effect or when you have updated a user library XML file. After rescanning these changes are also visible in ObPlacer XML.&lt;br /&gt;
&lt;br /&gt;
The two placement functions also have a keyboard shortcut, which is indicated with the letter between brackets. And when you double click on an object in the tree view it will also be placed at the end of your object list.&lt;br /&gt;
&lt;br /&gt;
=== Object properties ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_properties.jpg]]&lt;br /&gt;
&lt;br /&gt;
The object properties form allows you to change all the parameters of your object. For example its location or heading. When you click on a value you will enter the editing mode where you can change the value. Once you click on the next grid cell the new value is stored in the XML file (you can undo your change with the undo function if needed).&lt;br /&gt;
&lt;br /&gt;
Some parameters will get a textbox to change the value, while others will have a dropdown list or a spinbox. In all cases you are limited in the characters you can enter. For example only numbers or a dot are allowed when you enter a heading. This makes sure you can only added a valid value.&lt;br /&gt;
&lt;br /&gt;
There is also a faster way to navigate through the grid and that is by using the keyboard. If you press the Enter key you will enter the editing mode for the selected parameter. And if you press Enter again the new value is stored. By using Tab and Shift-Tab you can move to the next or previous grid. If you move to another field while still in editing mode, you will remain in editing mode in the new field as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mprop.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you right click on either the latitude, longitude or the heading you will get the menu as shown above. This menu gives you some functions to read or write values from or to Flight Simulator using FSUIPC. So the connection with Flight Simulator should be active for these functions to work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Read position from FS (R)&#039;&#039;&#039; This will read the total position from Flight Simulator (so latitude, longitude and heading).&lt;br /&gt;
* &#039;&#039;&#039;Write position to FS (W)&#039;&#039;&#039; This will write the total position to Flight Simulator (so latitude, longitude and heading).&lt;br /&gt;
* &#039;&#039;&#039;Read latitude from FS&#039;&#039;&#039; This will only read the selected parameter from Flight Simulator (in the image this is the latitude, but it could also be the longitude or the heading).&lt;br /&gt;
* &#039;&#039;&#039;Write latitude to FS&#039;&#039;&#039; This will only write the selected parameter to Flight Simulator (in the image this is the latitude, but it could also be the longitude or the heading).&lt;br /&gt;
&lt;br /&gt;
The functions to read and write the total position can also be access with a keyboard shortcut. The letters are given between brackets.&lt;br /&gt;
&lt;br /&gt;
When you place a new object, ObPlacer XML will by default try to read the total position from Flight Simulator. If this is not the position you want, you can edit the values manually.&lt;br /&gt;
&lt;br /&gt;
=== Preview ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_preview.jpg]]&lt;br /&gt;
&lt;br /&gt;
The preview form can give you a preview of the selected object (as the name already suggests). If you click on a library object, ObPlacer XML will try to load a JPG or BMP file with the GUID of the object as name from the pics subfolder. If such an image is found the preview is shown, else the preview forms remains empty. When you select a GenericBuilding, you will get a rotating dynamic preview of how the object will look in Flight Simulator. When you change the parameteres of your object, this preview will also adapt.&lt;br /&gt;
&lt;br /&gt;
If you right click on the preview, you will get a popup menu where you can stop the rotation of the object. Sometimes this might make it easier to enter the correct parameters for your building.&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&lt;br /&gt;
This last version of ObPlacer XML should be rather stable and it do no longer call it a beta version. But as the GUI has been totally reworked since the last version, there is always a chance that some problems are still there. That is the reason this version is (not yet) called v1.00. So if you found a problem, or if you have comments or suggestions on how to improve this tool, please let me know. You can reach me either by [mailto:arno@scenerydesign.org email] or through the forums of my website [http://www.fsdeveloper.com FsDeveloper.com].&lt;br /&gt;
&lt;br /&gt;
== Thanks to ==&lt;br /&gt;
&lt;br /&gt;
* Nick Whittome for his suggestions and ideas that helped in shaping the concept of ObPlacer XML&lt;br /&gt;
* Erwin Horjus for his suggestions to add new functionality to ObPlacer XML&lt;br /&gt;
* Jon Patch for encouraging me to add the GenericBuilding feature and helping a lot with debugging this new feature&lt;br /&gt;
* Pete Dowson for the FSUIPC module&lt;br /&gt;
* Marco Pipino for the DOSOutputs class I used to compile the BGL file from ObPlacer XML&lt;br /&gt;
* All other beta testers who helped to get as much bugs out of ObPlacer XML as possible&lt;br /&gt;
* Everybody who gave me feedback about previous versions&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.84&#039;&#039;&#039; 05/08/2007&lt;br /&gt;
* Added the option to place Fuel triggers&lt;br /&gt;
* If Fs2004 is not found on your system, ObPlacer XML will now also look for FsX&lt;br /&gt;
* FSUIPC4 is now recognised as a valid FSUIPC version&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.83&#039;&#039;&#039; 29/08/2006&lt;br /&gt;
* Reversed texture mapping (X and Z axis) solved in the preview window&lt;br /&gt;
* Added ability to read library information from Rwy12 XML files&lt;br /&gt;
* When editing properties the spacebar is now also allowed, so that you can edit coordinates that are not in decimal form&lt;br /&gt;
* Rotation of the preview can be stopped&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.82&#039;&#039;&#039; 01/03/2006&lt;br /&gt;
* Comma vs dot problem solved when reading heading with FSUIPC&lt;br /&gt;
* Four additional roof textures available for GenericBuildings&lt;br /&gt;
* Four colors available for the GenericBuildings to be used instead of textures&lt;br /&gt;
* Double clicking in the tree view will also place the object at the end of your list&lt;br /&gt;
* When opening new file you are asked if you want to save the current one&lt;br /&gt;
* Other small changes I have forgotten about&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.81&#039;&#039;&#039; 03/08/2005&lt;br /&gt;
* Dynamic preview problems solved, should now work on each PC&lt;br /&gt;
* Option between single and double buffering removed, double buffering is now default&lt;br /&gt;
* Option add to change the object while keeping all other parameters (only allowed if new object is same type)&lt;br /&gt;
* Properties are now stored correct if you click somewhere else&lt;br /&gt;
* Object list can be exported as shapefile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.80&#039;&#039;&#039; 16/07/2005&lt;br /&gt;
* Ability to place GenericBuildings&lt;br /&gt;
* Dynamic preview of the GenericBuildings&lt;br /&gt;
* Totally new GUI&lt;br /&gt;
* Windows comma vs dot problem solved&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.14 beta&#039;&#039;&#039; 25/04/2005&lt;br /&gt;
* Now using FSUIPC instead of FSConnect for communication with FS&lt;br /&gt;
* Ability to write position to FS added&lt;br /&gt;
* Preview pictures added&lt;br /&gt;
* BGL path is remembered for each XML file&lt;br /&gt;
* Available objects tree can be rescanned&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.13 beta&#039;&#039;&#039; 10/01/2005&lt;br /&gt;
* Now works with all decimal character settings of windows&lt;br /&gt;
* Scale no longer reset when selecting new object&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.12 beta&#039;&#039;&#039; 08/01/2005&lt;br /&gt;
* Compilation problems solved&lt;br /&gt;
* Position can also be edited&lt;br /&gt;
* Position read from FS as option&lt;br /&gt;
* &#039;&#039;Generic.xml&#039;&#039; updated&lt;br /&gt;
* Other minor fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.11 beta&#039;&#039;&#039; 31/12/2004&lt;br /&gt;
* When errors occur during saving the XML file, the less readable but still valid XML file is restored&lt;br /&gt;
* Tabs in the XML file no longer give trouble&lt;br /&gt;
* Crash solved when adding MDL objects with an empty object list&lt;br /&gt;
* Compilation problems due to path in XML file solved&lt;br /&gt;
* When you quit you are asked if you want to save the current XML file&lt;br /&gt;
* Folder for the BGL file can be specified as well&lt;br /&gt;
* Option to add all MDL objects in a certain folder at once&lt;br /&gt;
* When adding/updating or deleting objects the focus of the object list works correct&lt;br /&gt;
* The focus colour of the object list now works with all Windows colour themes&lt;br /&gt;
* The produced XML file is more readable now&lt;br /&gt;
* Last used XML and MDL folder are remembered separately &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.10 beta&#039;&#039;&#039; 29/12/2004&lt;br /&gt;
* First version available for testing.&lt;br /&gt;
&lt;br /&gt;
== Users license ==&lt;br /&gt;
&lt;br /&gt;
(c) 2004-2006 SceneryDesign.org / Arno Gerretsen&lt;br /&gt;
&lt;br /&gt;
This software program is distributed without charge to other scenery designers, redistribution of the original installer EXE file is allowed. You are NOT allowed to sell this software program or ask money for its distribution. BGL files created with this software program can be used in commercial scenery projects if you wish.&lt;br /&gt;
&lt;br /&gt;
The copyright and any intellectual property relating to this program remain the property of the author.&lt;br /&gt;
&lt;br /&gt;
The software distributed in this way may represent work in progress, and bears no warranty, either expressed or implied.&lt;br /&gt;
&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
[[Category:FS9_(FS2004)]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=ADE&amp;diff=7867</id>
		<title>ADE</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=ADE&amp;diff=7867"/>
		<updated>2010-11-13T13:43:59Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: New page: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulators 9 and  X.    It takes it&amp;#039;s inspiration from the excellent AFCAD2 devel...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulators 9 and  X.  &lt;br /&gt;
&lt;br /&gt;
It takes it&#039;s inspiration from the excellent AFCAD2 developed for FS9 by Lee Swordy.  &lt;br /&gt;
&lt;br /&gt;
ADE does for FS9 and FSX what AFCAD does for FS9. &lt;br /&gt;
&lt;br /&gt;
It adds support for new FSX features such as fences, jetways and terrain.&lt;br /&gt;
&lt;br /&gt;
Users can also remove, move, or edit existing buildings and objects as well as adding new ones.&lt;br /&gt;
 &lt;br /&gt;
In addition to airport elements ADE also has a visual Approach Editor to add and enhance the approaches to your airports.&lt;br /&gt;
&lt;br /&gt;
ADE is being developed with the help of a small group of dedicated airport designers with a wealth of knowledge and experience.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7866</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7866"/>
		<updated>2010-11-13T12:36:01Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FS9 (FS2004) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
== FSX ==&lt;br /&gt;
Tools for use in FSX.&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FSX)]]&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://scenegenx.software.informer.com/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilderX]]: [http://www.ptsim.com/ Sbuilder home].&lt;br /&gt;
&lt;br /&gt;
== FS9 (FS2004) ==&lt;br /&gt;
Tools for use in FS9 (FS2004).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS9)]]&lt;br /&gt;
&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;br /&gt;
&lt;br /&gt;
*[[LMWViewer]]: Shows the scenery which the FS will load. It also shows a list of bgl-files loaded. You can switch the bgl&#039;s on/off and immediately  see the effect on the screen. Very useful! [http://www.jimkeir.co.uk/FlightSim/LWMViewer.html Official site]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://scenegenx.software.informer.com// Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location].&lt;br /&gt;
&lt;br /&gt;
== FS8 (FS2002) ==&lt;br /&gt;
Tools for use in FS8 (FS2002).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS8)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery Design]]&lt;br /&gt;
[[Category: Tools]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7850</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7850"/>
		<updated>2010-11-09T17:55:19Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX Acceleration Pack users */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline-Installation}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The majority of the tools are command-line based, but some are accessible via the in-game &#039;&#039;&#039;Tools&#039;&#039;&#039; menu, (not the GUI).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
=== Availability ===&lt;br /&gt;
* The SDK is available in &#039;&#039;&#039;FSX Deluxe&#039;&#039;&#039; only, (not &#039;&#039;&#039;FSX Standard&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;FSX Standard&#039;&#039;&#039; users can obtain the SDK, by purchasing and installing &#039;&#039;&#039;FSX Acceleration&#039;&#039;&#039;, (or &#039;&#039;&#039;FSX Gold&#039;&#039;&#039; - Contains both Deluxe &amp;amp; Acceleration).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essential Components ===&lt;br /&gt;
There are &#039;&#039;&#039;4 non-optional tasks&#039;&#039;&#039; you must perform first -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== .NET 2.0 ====&lt;br /&gt;
&#039;&#039;Microsoft .NET Framework Version &#039;&#039;&#039;2.0&#039;&#039;&#039;&#039;&#039; must be installed &#039;&#039;&#039;first&#039;&#039;&#039;&#039;&#039;, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the redistributable for: &lt;br /&gt;
* &#039;&#039;&#039;x86&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x86)]&lt;br /&gt;
* &#039;&#039;&#039;x64&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?familyid=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x64)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All &#039;&#039;.NET&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== VCRedist ====&lt;br /&gt;
The &#039;&#039;VC++ Redistributable&#039;&#039; must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more information, and a link to download this file, refer to: &lt;br /&gt;
http://support.microsoft.com/kb/259403&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== XML4 ====&lt;br /&gt;
&#039;&#039;XML4&#039;&#039;  must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download from: &lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?FamilyID=7f6c0cb4-7a5e-4790-a7cf-9e139e6819c0&amp;amp;displaylang=en Microsoft Downloads - MS XML4 (SP3)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;MSXML&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== Windows Update ====&lt;br /&gt;
&#039;&#039;Windows Update&#039;&#039; &#039;&#039;&#039;must&#039;&#039;&#039; then run to obtain any subsequent patches,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
before attempting to install/reinstall/repair the SDK or apply any Service Packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* Users must have Administrator privileges to install the SDK, (particularly important on Vista or later).&lt;br /&gt;
* &#039;&#039;FSX Deluxe&#039;&#039; users must as a minimum have installed the FSX RTM SDK, before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
* FSX must not be running whilst installing the SDK, or any Service Packs.&lt;br /&gt;
* FSX must be restarted after editing either fsx.CFG or dll.xml, (as they&#039;re only read on FSX launch).&lt;br /&gt;
* Do not copy SDK-DLLs into your FSX modules folder, (it&#039;s totally unnescessary).&lt;br /&gt;
* When installing/upgrading/repairing the SDK, there is no need whatsoever to uninstall/reinstall the &#039;&#039;FSX game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Versions ===&lt;br /&gt;
&#039;&#039;Service Packs&#039;&#039; are available for both the &#039;&#039;FSX game&#039;&#039; and &#039;&#039;FSX SDK&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black; font-size:150%;&amp;quot;&amp;gt;You &#039;&#039;&#039;must&#039;&#039;&#039; install the appropriate &#039;&#039;&#039;SDK SP&#039;&#039;&#039; version, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
which corresponds to your &#039;&#039;&#039;FSX game SP&#039;&#039;&#039; version.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your installed&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; FSX version &amp;lt;/span&amp;gt;in the FSX column, &lt;br /&gt;
&amp;lt;br&amp;gt;read the matching&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; SDK version &amp;lt;/span&amp;gt;column/row details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;FSX version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Version ID#&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;SDK version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM (Deluxe)&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | 10.0.60905&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| 10.0.61355&amp;lt;br&amp;gt;(Russian: 10.0.61357)&lt;br /&gt;
| &#039;&#039;&#039;SP1A&#039;&#039;&#039;&lt;br /&gt;
| [http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;amp;FamilyID=24910e66-96b0-4543-9b4a-647b7e28f212 Download (166Mb)] *&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61472&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://download.microsoft.com/download/3/C/A/3CAD9417-A0BE-4892-9224-4A4479F9F633/sdk.msi Download (211Mb)] *&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;Acceleration&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61637&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2/XPack&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; May also be available on magazine cover discs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe RTM users ====&lt;br /&gt;
To install the SDK for FSX RTM:&lt;br /&gt;
# FSX must not be running.&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install&lt;br /&gt;
Default installation location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP1 users ====&lt;br /&gt;
To install the SDK for FSX SP1:&lt;br /&gt;
# Download FSX SDK SP1A&lt;br /&gt;
# Install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A that you downloaded&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP2 users ====&lt;br /&gt;
&#039;&#039;&#039;For standalone SP2 users only !&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(All Acceleration Pack users please see instructions below at &#039;&#039;FSX Acceleration Pack Users&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX SP2:&lt;br /&gt;
# Download FSX SDK SP2&lt;br /&gt;
# Install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP2 that you downloaded&lt;br /&gt;
&lt;br /&gt;
==== FSX Acceleration Pack users ====&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# Install the &#039;&#039;&#039;RTM SDK&#039;&#039;&#039; from &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;, (see FSX RTM users instructions above).&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
==== FSX Standard users who&#039;ve installed Acceleration Pack ====&lt;br /&gt;
&#039;&#039;&#039;For FSX Standard users only !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;not&#039;&#039;&#039; use the &#039;&#039;&#039;downloadable&#039;&#039;&#039; SDK SP1A version, (it &#039;&#039;supposedly&#039;&#039; doesn&#039;t contain the nescessary components).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
=== Important ===&lt;br /&gt;
Do not attempt to install the original retail version of the &#039;&#039;Flight Simulator X SDK&#039;&#039; over an updated &#039;&#039;SDK&#039;&#039;, as unpredictable results can occur.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See the troubleshooting link below.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
For all troubleshooting and repair processes,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
please see -  [[SDK_Installation_(FSX)_-_Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt;DO NOT post any help request in the FSDeveloper forums &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
BEFORE you&#039;ve completed the [[SDK_Installation_(FSX)_-_Troubleshooting]] process. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Scenery Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:Tools]] &lt;br /&gt;
[http://essaywritingservices.org/index.php writing services] &lt;br /&gt;
[http://cvresumewriters.com/ cv writer]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7849</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7849"/>
		<updated>2010-11-09T17:54:55Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX Deluxe SP1 users */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline-Installation}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The majority of the tools are command-line based, but some are accessible via the in-game &#039;&#039;&#039;Tools&#039;&#039;&#039; menu, (not the GUI).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
=== Availability ===&lt;br /&gt;
* The SDK is available in &#039;&#039;&#039;FSX Deluxe&#039;&#039;&#039; only, (not &#039;&#039;&#039;FSX Standard&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;FSX Standard&#039;&#039;&#039; users can obtain the SDK, by purchasing and installing &#039;&#039;&#039;FSX Acceleration&#039;&#039;&#039;, (or &#039;&#039;&#039;FSX Gold&#039;&#039;&#039; - Contains both Deluxe &amp;amp; Acceleration).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essential Components ===&lt;br /&gt;
There are &#039;&#039;&#039;4 non-optional tasks&#039;&#039;&#039; you must perform first -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== .NET 2.0 ====&lt;br /&gt;
&#039;&#039;Microsoft .NET Framework Version &#039;&#039;&#039;2.0&#039;&#039;&#039;&#039;&#039; must be installed &#039;&#039;&#039;first&#039;&#039;&#039;&#039;&#039;, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the redistributable for: &lt;br /&gt;
* &#039;&#039;&#039;x86&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x86)]&lt;br /&gt;
* &#039;&#039;&#039;x64&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?familyid=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x64)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All &#039;&#039;.NET&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== VCRedist ====&lt;br /&gt;
The &#039;&#039;VC++ Redistributable&#039;&#039; must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more information, and a link to download this file, refer to: &lt;br /&gt;
http://support.microsoft.com/kb/259403&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== XML4 ====&lt;br /&gt;
&#039;&#039;XML4&#039;&#039;  must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download from: &lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?FamilyID=7f6c0cb4-7a5e-4790-a7cf-9e139e6819c0&amp;amp;displaylang=en Microsoft Downloads - MS XML4 (SP3)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;MSXML&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== Windows Update ====&lt;br /&gt;
&#039;&#039;Windows Update&#039;&#039; &#039;&#039;&#039;must&#039;&#039;&#039; then run to obtain any subsequent patches,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
before attempting to install/reinstall/repair the SDK or apply any Service Packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* Users must have Administrator privileges to install the SDK, (particularly important on Vista or later).&lt;br /&gt;
* &#039;&#039;FSX Deluxe&#039;&#039; users must as a minimum have installed the FSX RTM SDK, before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
* FSX must not be running whilst installing the SDK, or any Service Packs.&lt;br /&gt;
* FSX must be restarted after editing either fsx.CFG or dll.xml, (as they&#039;re only read on FSX launch).&lt;br /&gt;
* Do not copy SDK-DLLs into your FSX modules folder, (it&#039;s totally unnescessary).&lt;br /&gt;
* When installing/upgrading/repairing the SDK, there is no need whatsoever to uninstall/reinstall the &#039;&#039;FSX game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Versions ===&lt;br /&gt;
&#039;&#039;Service Packs&#039;&#039; are available for both the &#039;&#039;FSX game&#039;&#039; and &#039;&#039;FSX SDK&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black; font-size:150%;&amp;quot;&amp;gt;You &#039;&#039;&#039;must&#039;&#039;&#039; install the appropriate &#039;&#039;&#039;SDK SP&#039;&#039;&#039; version, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
which corresponds to your &#039;&#039;&#039;FSX game SP&#039;&#039;&#039; version.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your installed&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; FSX version &amp;lt;/span&amp;gt;in the FSX column, &lt;br /&gt;
&amp;lt;br&amp;gt;read the matching&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; SDK version &amp;lt;/span&amp;gt;column/row details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;FSX version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Version ID#&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;SDK version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM (Deluxe)&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | 10.0.60905&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| 10.0.61355&amp;lt;br&amp;gt;(Russian: 10.0.61357)&lt;br /&gt;
| &#039;&#039;&#039;SP1A&#039;&#039;&#039;&lt;br /&gt;
| [http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;amp;FamilyID=24910e66-96b0-4543-9b4a-647b7e28f212 Download (166Mb)] *&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61472&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://download.microsoft.com/download/3/C/A/3CAD9417-A0BE-4892-9224-4A4479F9F633/sdk.msi Download (211Mb)] *&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;Acceleration&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61637&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2/XPack&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; May also be available on magazine cover discs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe RTM users ====&lt;br /&gt;
To install the SDK for FSX RTM:&lt;br /&gt;
# FSX must not be running.&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install&lt;br /&gt;
Default installation location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP1 users ====&lt;br /&gt;
To install the SDK for FSX SP1:&lt;br /&gt;
# Download FSX SDK SP1A&lt;br /&gt;
# Install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A that you downloaded&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP2 users ====&lt;br /&gt;
&#039;&#039;&#039;For standalone SP2 users only !&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(All Acceleration Pack users please see instructions below at &#039;&#039;FSX Acceleration Pack Users&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX SP2:&lt;br /&gt;
# Download FSX SDK SP2&lt;br /&gt;
# Install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP2 that you downloaded&lt;br /&gt;
&lt;br /&gt;
==== FSX Acceleration Pack users ====&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# First install the &#039;&#039;&#039;RTM SDK&#039;&#039;&#039; from &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;, (see FSX RTM users instructions above).&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Standard users who&#039;ve installed Acceleration Pack ====&lt;br /&gt;
&#039;&#039;&#039;For FSX Standard users only !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;not&#039;&#039;&#039; use the &#039;&#039;&#039;downloadable&#039;&#039;&#039; SDK SP1A version, (it &#039;&#039;supposedly&#039;&#039; doesn&#039;t contain the nescessary components).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
=== Important ===&lt;br /&gt;
Do not attempt to install the original retail version of the &#039;&#039;Flight Simulator X SDK&#039;&#039; over an updated &#039;&#039;SDK&#039;&#039;, as unpredictable results can occur.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See the troubleshooting link below.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
For all troubleshooting and repair processes,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
please see -  [[SDK_Installation_(FSX)_-_Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt;DO NOT post any help request in the FSDeveloper forums &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
BEFORE you&#039;ve completed the [[SDK_Installation_(FSX)_-_Troubleshooting]] process. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Scenery Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:Tools]] &lt;br /&gt;
[http://essaywritingservices.org/index.php writing services] &lt;br /&gt;
[http://cvresumewriters.com/ cv writer]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7848</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=7848"/>
		<updated>2010-11-09T17:54:23Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX Deluxe SP2 users */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline-Installation}}&lt;br /&gt;
{{:Transclusion-SDK-Oneline}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The majority of the tools are command-line based, but some are accessible via the in-game &#039;&#039;&#039;Tools&#039;&#039;&#039; menu, (not the GUI).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
=== Availability ===&lt;br /&gt;
* The SDK is available in &#039;&#039;&#039;FSX Deluxe&#039;&#039;&#039; only, (not &#039;&#039;&#039;FSX Standard&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;FSX Standard&#039;&#039;&#039; users can obtain the SDK, by purchasing and installing &#039;&#039;&#039;FSX Acceleration&#039;&#039;&#039;, (or &#039;&#039;&#039;FSX Gold&#039;&#039;&#039; - Contains both Deluxe &amp;amp; Acceleration).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essential Components ===&lt;br /&gt;
There are &#039;&#039;&#039;4 non-optional tasks&#039;&#039;&#039; you must perform first -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== .NET 2.0 ====&lt;br /&gt;
&#039;&#039;Microsoft .NET Framework Version &#039;&#039;&#039;2.0&#039;&#039;&#039;&#039;&#039; must be installed &#039;&#039;&#039;first&#039;&#039;&#039;&#039;&#039;, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download the redistributable for: &lt;br /&gt;
* &#039;&#039;&#039;x86&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x86)]&lt;br /&gt;
* &#039;&#039;&#039;x64&#039;&#039;&#039; - [http://www.microsoft.com/downloads/details.aspx?familyid=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&amp;amp;displaylang=en Microsoft Downloads - .NET Framework Version 2.0 (x64)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All &#039;&#039;.NET&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== VCRedist ====&lt;br /&gt;
The &#039;&#039;VC++ Redistributable&#039;&#039; must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For more information, and a link to download this file, refer to: &lt;br /&gt;
http://support.microsoft.com/kb/259403&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== XML4 ====&lt;br /&gt;
&#039;&#039;XML4&#039;&#039;  must be installed first, (an FSX prerequisite).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Download from: &lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?FamilyID=7f6c0cb4-7a5e-4790-a7cf-9e139e6819c0&amp;amp;displaylang=en Microsoft Downloads - MS XML4 (SP3)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;MSXML&#039;&#039; versions are &#039;&#039;&#039;supplemental&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
they are &#039;&#039;&#039;not replacement&#039;&#039;&#039; versions !&lt;br /&gt;
&lt;br /&gt;
==== Windows Update ====&lt;br /&gt;
&#039;&#039;Windows Update&#039;&#039; &#039;&#039;&#039;must&#039;&#039;&#039; then run to obtain any subsequent patches,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
before attempting to install/reinstall/repair the SDK or apply any Service Packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* Users must have Administrator privileges to install the SDK, (particularly important on Vista or later).&lt;br /&gt;
* &#039;&#039;FSX Deluxe&#039;&#039; users must as a minimum have installed the FSX RTM SDK, before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
* FSX must not be running whilst installing the SDK, or any Service Packs.&lt;br /&gt;
* FSX must be restarted after editing either fsx.CFG or dll.xml, (as they&#039;re only read on FSX launch).&lt;br /&gt;
* Do not copy SDK-DLLs into your FSX modules folder, (it&#039;s totally unnescessary).&lt;br /&gt;
* When installing/upgrading/repairing the SDK, there is no need whatsoever to uninstall/reinstall the &#039;&#039;FSX game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Versions ===&lt;br /&gt;
&#039;&#039;Service Packs&#039;&#039; are available for both the &#039;&#039;FSX game&#039;&#039; and &#039;&#039;FSX SDK&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black; font-size:150%;&amp;quot;&amp;gt;You &#039;&#039;&#039;must&#039;&#039;&#039; install the appropriate &#039;&#039;&#039;SDK SP&#039;&#039;&#039; version, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
which corresponds to your &#039;&#039;&#039;FSX game SP&#039;&#039;&#039; version.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your installed&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; FSX version &amp;lt;/span&amp;gt;in the FSX column, &lt;br /&gt;
&amp;lt;br&amp;gt;read the matching&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt; SDK version &amp;lt;/span&amp;gt;column/row details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;FSX version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Version ID#&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:yellow; font-size:120%;&amp;quot; | &#039;&#039;&#039;SDK version&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#B0B0B0; font-size:120%;&amp;quot; | &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM (Deluxe)&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | 10.0.60905&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;RTM&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SP1&#039;&#039;&#039;&lt;br /&gt;
| 10.0.61355&amp;lt;br&amp;gt;(Russian: 10.0.61357)&lt;br /&gt;
| &#039;&#039;&#039;SP1A&#039;&#039;&#039;&lt;br /&gt;
| [http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;amp;FamilyID=24910e66-96b0-4543-9b4a-647b7e28f212 Download (166Mb)] *&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61472&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://download.microsoft.com/download/3/C/A/3CAD9417-A0BE-4892-9224-4A4479F9F633/sdk.msi Download (211Mb)] *&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;Acceleration&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | 10.0.61637&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | &#039;&#039;&#039;SP2/XPack&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail only&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; May also be available on magazine cover discs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe RTM users ====&lt;br /&gt;
To install the SDK for FSX RTM:&lt;br /&gt;
# FSX must not be running.&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install&lt;br /&gt;
Default installation location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP1 users ====&lt;br /&gt;
To install the SDK for FSX SP1:&lt;br /&gt;
# Download FSX SDK SP1A&lt;br /&gt;
# First install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A that you downloaded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Deluxe SP2 users ====&lt;br /&gt;
&#039;&#039;&#039;For standalone SP2 users only !&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(All Acceleration Pack users please see instructions below at &#039;&#039;FSX Acceleration Pack Users&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX SP2:&lt;br /&gt;
# Download FSX SDK SP2&lt;br /&gt;
# Install the FSX Deluxe RTM SDK (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP1A (see instructions above)&lt;br /&gt;
# Install the FSX SDK SP2 that you downloaded&lt;br /&gt;
&lt;br /&gt;
==== FSX Acceleration Pack users ====&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# First install the &#039;&#039;&#039;RTM SDK&#039;&#039;&#039; from &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;, (see FSX RTM users instructions above).&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FSX Standard users who&#039;ve installed Acceleration Pack ====&lt;br /&gt;
&#039;&#039;&#039;For FSX Standard users only !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;not&#039;&#039;&#039; use the &#039;&#039;&#039;downloadable&#039;&#039;&#039; SDK SP1A version, (it &#039;&#039;supposedly&#039;&#039; doesn&#039;t contain the nescessary components).&lt;br /&gt;
&lt;br /&gt;
To install the SDK for FSX Acceleration Pack:&lt;br /&gt;
# Insert your &#039;&#039;&#039;Acceleration Pack DVD&#039;&#039;&#039;.&lt;br /&gt;
# Browse to the subfolder called &#039;&#039;&#039;SDK\SP1a\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;SDK SP1A&#039;&#039;&#039; from there using &#039;&#039;&#039;fsx_sdk_sp1a.exe&#039;&#039;&#039;, (dated 26/09/2007, size 165,569KB).&lt;br /&gt;
# Browse to the folder called &#039;&#039;&#039;SDK\&#039;&#039;&#039;&lt;br /&gt;
# Install the &#039;&#039;&#039;Acceleration SP2/XPack SDK&#039;&#039;&#039; using &#039;&#039;&#039;sdk.msi&#039;&#039;&#039;, (dated 06/10/2007, size 216,929KB).&lt;br /&gt;
&lt;br /&gt;
=== Important ===&lt;br /&gt;
Do not attempt to install the original retail version of the &#039;&#039;Flight Simulator X SDK&#039;&#039; over an updated &#039;&#039;SDK&#039;&#039;, as unpredictable results can occur.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See the troubleshooting link below.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
For all troubleshooting and repair processes,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
please see -  [[SDK_Installation_(FSX)_-_Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow;color:black;&amp;quot;&amp;gt;DO NOT post any help request in the FSDeveloper forums &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
BEFORE you&#039;ve completed the [[SDK_Installation_(FSX)_-_Troubleshooting]] process. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Scenery Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:Tools]] &lt;br /&gt;
[http://essaywritingservices.org/index.php writing services] &lt;br /&gt;
[http://cvresumewriters.com/ cv writer]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7847</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7847"/>
		<updated>2010-11-09T16:56:28Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
== FSX ==&lt;br /&gt;
Tools for use in FSX.&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FSX)]]&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://scenegenx.software.informer.com/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilderX]]: [http://www.ptsim.com/ Sbuilder home].&lt;br /&gt;
&lt;br /&gt;
== FS9 (FS2004) ==&lt;br /&gt;
Tools for use in FS9 (FS2004).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS9)]]&lt;br /&gt;
&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;br /&gt;
&lt;br /&gt;
*[[LMWViewer]]: Shows the scenery which the FS will load. It also shows a list of bgl-files loaded. You can switch the bgl&#039;s on/off and immediately  see the effect on the screen. Very useful! [http://www.jimkeir.co.uk/FlightSim/LWMViewer.html Official site]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location].&lt;br /&gt;
&lt;br /&gt;
== FS8 (FS2002) ==&lt;br /&gt;
Tools for use in FS8 (FS2002).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS8)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery Design]]&lt;br /&gt;
[[Category: Tools]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SBuilderX&amp;diff=7843</id>
		<title>SBuilderX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SBuilderX&amp;diff=7843"/>
		<updated>2010-11-08T20:12:41Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* SbuilderX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The present version of SBuilderX, version 3.13, is a scenery creation tool for FSX. &lt;br /&gt;
&lt;br /&gt;
SBuilderX produces the following types of scenery:&lt;br /&gt;
&lt;br /&gt;
- Land and Water Class Scenery&lt;br /&gt;
&lt;br /&gt;
- Photo Scenery&lt;br /&gt;
&lt;br /&gt;
- Vector Scenery&lt;br /&gt;
&lt;br /&gt;
- Exclusion Rectangles&lt;br /&gt;
&lt;br /&gt;
- Objects Placement&lt;br /&gt;
&lt;br /&gt;
- Ground Textured Polygons and Lines&lt;br /&gt;
&lt;br /&gt;
- Generic Buildings&lt;br /&gt;
&lt;br /&gt;
- Extrusion Bridges&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SBuilderX&amp;diff=7842</id>
		<title>SBuilderX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SBuilderX&amp;diff=7842"/>
		<updated>2010-11-08T20:11:56Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: New page: = SbuilderX =  The present version of SBuilderX, version 3.13, is a scenery creation tool for FSX.   SBuilderX produces the following types of scenery:  - Land and Water Class Scenery - Ph...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SbuilderX =&lt;br /&gt;
&lt;br /&gt;
The present version of SBuilderX, version 3.13, is a scenery creation tool for FSX. &lt;br /&gt;
&lt;br /&gt;
SBuilderX produces the following types of scenery:&lt;br /&gt;
&lt;br /&gt;
- Land and Water Class Scenery&lt;br /&gt;
- Photo Scenery&lt;br /&gt;
- Vector Scenery&lt;br /&gt;
- Exclusion Rectangles&lt;br /&gt;
- Objects Placement&lt;br /&gt;
- Ground Textured Polygons and Lines&lt;br /&gt;
- Generic Buildings&lt;br /&gt;
- Extrusion Bridges&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7841</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7841"/>
		<updated>2010-11-08T20:11:06Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
== FSX ==&lt;br /&gt;
Tools for use in FSX.&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FSX)]]&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilderX]]: [http://www.ptsim.com/ Sbuilder home].&lt;br /&gt;
&lt;br /&gt;
== FS9 (FS2004) ==&lt;br /&gt;
Tools for use in FS9 (FS2004).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS9)]]&lt;br /&gt;
&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;br /&gt;
&lt;br /&gt;
*[[LMWViewer]]: Shows the scenery which the FS will load. It also shows a list of bgl-files loaded. You can switch the bgl&#039;s on/off and immediately  see the effect on the screen. Very useful! [http://www.jimkeir.co.uk/FlightSim/LWMViewer.html Official site]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location].&lt;br /&gt;
&lt;br /&gt;
== FS8 (FS2002) ==&lt;br /&gt;
Tools for use in FS8 (FS2002).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS8)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery Design]]&lt;br /&gt;
[[Category: Tools]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7840</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=7840"/>
		<updated>2010-11-08T20:07:48Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
== FSX ==&lt;br /&gt;
Tools for use in FSX.&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FSX)]]&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.ptsim.com/ Sbuilder home].&lt;br /&gt;
&lt;br /&gt;
== FS9 (FS2004) ==&lt;br /&gt;
Tools for use in FS9 (FS2004).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS9)]]&lt;br /&gt;
&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;br /&gt;
&lt;br /&gt;
*[[LMWViewer]]: Shows the scenery which the FS will load. It also shows a list of bgl-files loaded. You can switch the bgl&#039;s on/off and immediately  see the effect on the screen. Very useful! [http://www.jimkeir.co.uk/FlightSim/LWMViewer.html Official site]&lt;br /&gt;
&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location].&lt;br /&gt;
&lt;br /&gt;
== FS8 (FS2002) ==&lt;br /&gt;
Tools for use in FS8 (FS2002).&lt;br /&gt;
&lt;br /&gt;
* [[Environment Kit (FS8)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery Design]]&lt;br /&gt;
[[Category: Tools]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4532</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4532"/>
		<updated>2008-02-17T11:58:07Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FS9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery design]]&lt;br /&gt;
&lt;br /&gt;
=FSX and FS9=&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location]. A FSX version exists.&lt;br /&gt;
&lt;br /&gt;
=FSX=&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
=FS9=&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;br /&gt;
&lt;br /&gt;
*[[LMWViewer]]: Shows the scenery which the FS will load. It also shows a list of bgl-files loaded. You can switch the bgl&#039;s on/off and immediately  see the effect on the screen. Very useful! [http://www.jimkeir.co.uk/FlightSim/LWMViewer.html Official site]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4531</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4531"/>
		<updated>2008-02-17T11:48:32Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery design]]&lt;br /&gt;
&lt;br /&gt;
=FSX and FS9=&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location]. A FSX version exists.&lt;br /&gt;
&lt;br /&gt;
=FSX=&lt;br /&gt;
&lt;br /&gt;
*[[ADE]]: Airport Design Editor (ADE) is a graphical design tool to create and enhance airports for Microsoft Flight Simulator X [http://www.airportdesigneditor.co.uk Official site].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
=FS9=&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4530</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4530"/>
		<updated>2008-02-17T11:45:57Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FSX and FS9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery design]]&lt;br /&gt;
&lt;br /&gt;
=FSX and FS9=&lt;br /&gt;
*[[DXTBmp]]: A tool that can convert between different graphic files formats. For instance from bmp to dxt1/3/5. [http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm Official site]&lt;br /&gt;
&lt;br /&gt;
*[[GIMP]]: the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages. [http://www.gimp.org Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location]. A FSX version exists.&lt;br /&gt;
&lt;br /&gt;
=FSX=&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
=FS9=&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4529</id>
		<title>Scenery design tools</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Scenery_design_tools&amp;diff=4529"/>
		<updated>2008-02-17T11:38:22Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* FS9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain descriptions of current scenery design tools and the area(s) of scenery design that they support.  &lt;br /&gt;
&lt;br /&gt;
This page is &#039;&#039;&#039;NOT&#039;&#039;&#039; for subjective information about tools, which is best etc., but a central repository of information about the different tools and their functionlity.&lt;br /&gt;
&lt;br /&gt;
We are currently working out the best way to present this information to be of most value to people interested in understanding what different tools can do.&lt;br /&gt;
&lt;br /&gt;
[[Category: Scenery design]]&lt;br /&gt;
&lt;br /&gt;
=FSX and FS9=&lt;br /&gt;
* [[SceneGenX]]. Evolved from Airport and SceneGen. Visually oriented, produces XML output that can be compiled with either FS9 or FSX BGLComp into a BGL. Graphically positions API, MDL and generic library objects, but not in the way Rwy12 does it. Makes XML &#039;&#039;rectangular&#039;&#039; excludes and SCASM flattens (that work in FSX). A recent (April 2007) update for FSX was added. Freeware, development is the author&#039;s hobby. [http://www.flightsimnetwork.com/airportsupport/ Official site].&lt;br /&gt;
&lt;br /&gt;
*[[GMax]]: A tool to create models of 3D objects. MS officially supports GMax by providing gamepacks that allow exporting to the FS file formats. For FsX this gamepack only comes with the Deluxe version. [http://www.turbosquid.com/gmax Official site].&lt;br /&gt;
&lt;br /&gt;
*[[SBuilder]]: [http://www.scenery.org/graphical_editors_b.htm A location]. A FSX version exists.&lt;br /&gt;
&lt;br /&gt;
=FSX=&lt;br /&gt;
&lt;br /&gt;
*[[FSX_KML]]: [http://www.innovasoftware.com/fsx/fsx_kml_108.zip Download location]. [http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 Support forum].&lt;br /&gt;
&lt;br /&gt;
*[[BlnMarker]]: Creates sets of coordinates read from FSX in slew mode (for instance) into a bln file. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion] &lt;br /&gt;
&lt;br /&gt;
*[[Bln2Shp]]: Reads coordinates from in bln format and converts them into a shapefile then fed to shp2vec. Requires shapelib.dll. [http://forums.simflight.com/viewtopic.php?t=56379&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=15&amp;amp;sid=056201ed66aafb8ecfa23d516d810a9f Forum discussion]&lt;br /&gt;
&lt;br /&gt;
*[[FSX_Planner]]: A graphical editing tool designed to help users edit existing airports or create new ones for use within Microsoft&#039;s Flight Simulator X. [http://www.zbluesoftware.com/fsxplanner/download.cfm Download location][http://www.fsdeveloper.com/forum/forumdisplay.php?f=83 support forum.]&lt;br /&gt;
&lt;br /&gt;
=FS9=&lt;br /&gt;
*[[AFCAD2]]: [http://mysite.verizon.net/tdgsr/downloads/afcad221.zip Download location]. Tool for modification of an airport. Runways, taxiway, aprons etc.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4528</id>
		<title>Exporting a GMax object into FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4528"/>
		<updated>2008-02-17T11:09:31Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Create a FsX placement bgl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Show your Gmax model in FsX ===&lt;br /&gt;
&lt;br /&gt;
The SDK explains how to get a model from 3ds Max into FsX, but doing the same for a Gmax model is hardly described. This document does. To keep it simple and just practice how to get your model into FsX, create a simple model in Gmax. I&#039;ve created a box which is an object you will probably use the most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:box.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to show this model in FsX. That&#039;s what it is all about.&lt;br /&gt;
&lt;br /&gt;
== Prepare your Gmax model for exporting ==&lt;br /&gt;
&lt;br /&gt;
Add a GUID and Friendly name to your model:&lt;br /&gt;
* Select from the upper menu &amp;quot;FS Tools &amp;gt; LODNameTool&amp;quot;. The &amp;quot;LOD and GUID tools&amp;quot; window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:LODNameTool.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the button &amp;quot;Create new GUID for this file&amp;quot; which results in a small new window asking for a friendly name.&lt;br /&gt;
* Fill in a friendly name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:FriendlyName.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the Go! button.&lt;br /&gt;
* Close the &amp;quot;LOD and GUID tools&amp;quot; window&lt;br /&gt;
* Just to have a look where this GUID is stored choose &amp;quot;File &amp;gt; File Properties &amp;gt; tab Custom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Export the model to a mdl file ==&lt;br /&gt;
&lt;br /&gt;
* Select from the upper menu &amp;quot;File &amp;gt; Export...&amp;quot;&lt;br /&gt;
* Select &amp;quot;Flightsim Model (*.MDL)&amp;quot; as file type&lt;br /&gt;
* Give the file a name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:exportToMdl.jpg|550px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Browse to a directory where this mdl needs to be stored&lt;br /&gt;
* Click Save. The following window will/might appear: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:mixedMaterials.jpg|500px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click Yes to export the model to FsX format. The following window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:modelExportOptions.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Notice the options but leave all values on their default settings for now. Click OK.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a FsX library bgl ==&lt;br /&gt;
&lt;br /&gt;
Create a FsX library bgl by  [[Library_creation_for_FsX | installing, configuring and using a simple tool called Library Creator XML]]. A FsX library is a bgl file which contains one or more of your exported mdl (model) files.&lt;br /&gt;
&lt;br /&gt;
== Create a FsX placement bgl ==&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re one step away before viewing your model in FsX. The FsX library contains de models, but at this moment nothing is mentioned how to place this model on the right position (coordinates) in FsX. If you&#039;re up to creating an airport or other area of the same size, it is best to use tools like [http://www.zbluesoftware.com/fsxplanner/index.cfm FSX Planner], [http://www.airportdesigneditor.co.uk/ Airport Design Editor (ADE)] or [http://www.ptsim.com/sbuilderx/SBuilderX310.zip SBuilderX]. If you&#039;re planning to make models which are scattered around a wider area it is probably best to read the coordinates from FsX in top down view and edit a xml file with a text editor.&lt;br /&gt;
&lt;br /&gt;
The following xml example can be used as a blueprint:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
&amp;lt;FSData version=&amp;quot;9.0&amp;quot; &lt;br /&gt;
        xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot;&lt;br /&gt;
        xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; &lt;br /&gt;
                   alt=&amp;quot;0M&amp;quot; pitch=&amp;quot;0.0&amp;quot; bank=&amp;quot;0.0&amp;quot; &lt;br /&gt;
                   heading=&amp;quot;317.6&amp;quot; altitudeIsAgl=&amp;quot;TRUE&amp;quot; &lt;br /&gt;
                   imageComplexity=&amp;quot;SPARSE&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;{879C35D2-5698-4CA9-9EBA-8D7CAA717495}&amp;quot; &lt;br /&gt;
                       scale=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/FSData&amp;gt;&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Store this xml in a directory and open it with a text editor like Notepad, Ultraedit, vi :-), vim, etc. In my example I called it my_sample_placement.xml&lt;br /&gt;
* First get the coordinates by slewing in FsX in top down view to the right location. The coordinate in this sample are at Lelystad Airport in the Netherlands (EHLE). By pressing &amp;lt;shift&amp;gt;-z (capital Z) several times you will see the coordinates in the left upper corner. Put those coordinates in the xml file as lat and lon values.&lt;br /&gt;
* Decide on the heading value.&lt;br /&gt;
* Get the GUID (including curly brackets) from the mdl file. You can see this in the Gmax file via &amp;quot;File &amp;gt; File Properties &amp;gt; tab Custom&amp;quot; or get it by using Library Creator XML. Use copy/paste to avoid typo&#039;s.&lt;br /&gt;
* Let all other values at their default.&lt;br /&gt;
* Repeat the &amp;lt;SceneryObject ...&amp;gt;&amp;lt;/SceneryObject&amp;gt; part for each model (mdl file).&lt;br /&gt;
* Compile this xml file by dropping it on BglComp.exe which can be found in the SDK. In a default installation this will be &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK\BglComp.exe&amp;quot;.&lt;br /&gt;
* The bgl will be found next to the xml file&lt;br /&gt;
&lt;br /&gt;
== View the results in FsX ==&lt;br /&gt;
&lt;br /&gt;
Now you have both needed bgl&#039;s: one library and one placement bgl. They need to be put in a directory so that FsX will load them.&lt;br /&gt;
* Put the bgls in for example the &amp;quot;Addon Scenery\scenery&amp;quot; directory which can be found in the main FsX directory. Be sure this Addon Scenery is enable in the scenery library of FsX (start FsX &amp;gt; Settings &amp;gt; Scenery Settings). Feel free to create your own scenery directory.&lt;br /&gt;
* Start FsX and fly or slew to the position of your new model.&lt;br /&gt;
&lt;br /&gt;
== Next steps ==&lt;br /&gt;
Now it&#039;s time to make the next step in building models: [[Gmax_model_guide|The Gmax model guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4527</id>
		<title>Exporting a GMax object into FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4527"/>
		<updated>2008-02-17T08:09:52Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Create a FsX placement bgl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Show your Gmax model in FsX ===&lt;br /&gt;
&lt;br /&gt;
The SDK explains how to get a model from 3ds Max into FsX, but doing the same for a Gmax model is hardly described. This document does. To keep it simple and just practice how to get your model into FsX, create a simple model in Gmax. I&#039;ve created a box which is an object you will probably use the most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:box.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to show this model in FsX. That&#039;s what it is all about.&lt;br /&gt;
&lt;br /&gt;
== Prepare your Gmax model for exporting ==&lt;br /&gt;
&lt;br /&gt;
Add a GUID and Friendly name to your model:&lt;br /&gt;
* Select from the upper menu &amp;quot;FS Tools &amp;gt; LODNameTool&amp;quot;. The &amp;quot;LOD and GUID tools&amp;quot; window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:LODNameTool.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the button &amp;quot;Create new GUID for this file&amp;quot; which results in a small new window asking for a friendly name.&lt;br /&gt;
* Fill in a friendly name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:FriendlyName.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the Go! button.&lt;br /&gt;
* Close the &amp;quot;LOD and GUID tools&amp;quot; window&lt;br /&gt;
* Just to have a look where this GUID is stored choose &amp;quot;File &amp;gt; File Properties &amp;gt; tab Custom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Export the model to a mdl file ==&lt;br /&gt;
&lt;br /&gt;
* Select from the upper menu &amp;quot;File &amp;gt; Export...&amp;quot;&lt;br /&gt;
* Select &amp;quot;Flightsim Model (*.MDL)&amp;quot; as file type&lt;br /&gt;
* Give the file a name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:exportToMdl.jpg|550px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Browse to a directory where this mdl needs to be stored&lt;br /&gt;
* Click Save. The following window will/might appear: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:mixedMaterials.jpg|500px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click Yes to export the model to FsX format. The following window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:modelExportOptions.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Notice the options but leave all values on their default settings for now. Click OK.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a FsX library bgl ==&lt;br /&gt;
&lt;br /&gt;
Create a FsX library bgl by  [[Library_creation_for_FsX | installing, configuring and using a simple tool called Library Creator XML]]. A FsX library is a bgl file which contains one or more of your exported mdl (model) files.&lt;br /&gt;
&lt;br /&gt;
== Create a FsX placement bgl ==&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re one step away before viewing your model in FsX. The FsX library contains de models, but at this moment nothing is mentioned how to place this model on the right position (coordinates) in FsX. If you&#039;re up to creating an airport or other area of the same size, it is best to use tools like [http://www.zbluesoftware.com/fsxplanner/index.cfm FSX Planner], [http://www.airportdesigneditor.co.uk/ Airport Design Editor (ADE)] or [http://www.ptsim.com/sbuilderx/SBuilderX310.zip SBuilderX]. If you&#039;re planning to make models which are scattered around a wider area it is probably best to read the coordinates from FsX in top down view and edit a xml file via a teksteditor.&lt;br /&gt;
&lt;br /&gt;
The following xml example can be used as a blueprint:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
&amp;lt;FSData version=&amp;quot;9.0&amp;quot; &lt;br /&gt;
        xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot;&lt;br /&gt;
        xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; &lt;br /&gt;
                   alt=&amp;quot;0M&amp;quot; pitch=&amp;quot;0.0&amp;quot; bank=&amp;quot;0.0&amp;quot; &lt;br /&gt;
                   heading=&amp;quot;317.6&amp;quot; altitudeIsAgl=&amp;quot;TRUE&amp;quot; &lt;br /&gt;
                   imageComplexity=&amp;quot;SPARSE&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;{879C35D2-5698-4CA9-9EBA-8D7CAA717495}&amp;quot; &lt;br /&gt;
                       scale=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/FSData&amp;gt;&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Store this xml in a directory and open it with a text editor like Notepad, Ultraedit, vi :-), vim, etc. In my example I called it my_sample_placement.xml&lt;br /&gt;
* First get the coordinates by slewing in FsX in top down view to the right location. The coordinate in this sample are at Lelystad Airport in the Netherlands (EHLE). By pressing &amp;lt;shift&amp;gt;-z (capital Z) several times you will see the coordinates in the left upper corner. Put those coordinates in the xml file as lat and lon values.&lt;br /&gt;
* Decide on the heading value.&lt;br /&gt;
* Get the GUID (including curly brackets) from the mdl file. You can see this in the Gmax file via &amp;quot;File &amp;gt; File Properties &amp;gt; tab Custom&amp;quot; or get it by using Library Creator XML. Use copy/paste to avoid typo&#039;s.&lt;br /&gt;
* Let all other values at their default.&lt;br /&gt;
* Repeat the &amp;lt;SceneryObject ...&amp;gt;&amp;lt;/SceneryObject&amp;gt; part for each model (mdl file).&lt;br /&gt;
* Compile this xml file by dropping it on BglComp.exe which can be found in the SDK. In a default installation this will be &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK\BglComp.exe&amp;quot;.&lt;br /&gt;
* The bgl will be found next to the xml file&lt;br /&gt;
&lt;br /&gt;
== View the results in FsX ==&lt;br /&gt;
&lt;br /&gt;
Now you have both needed bgl&#039;s: one library and one placement bgl. They need to be put in a directory so that FsX will load them.&lt;br /&gt;
* Put the bgls in for example the &amp;quot;Addon Scenery\scenery&amp;quot; directory which can be found in the main FsX directory. Be sure this Addon Scenery is enable in the scenery library of FsX (start FsX &amp;gt; Settings &amp;gt; Scenery Settings). Feel free to create your own scenery directory.&lt;br /&gt;
* Start FsX and fly or slew to the position of your new model.&lt;br /&gt;
&lt;br /&gt;
== Next steps ==&lt;br /&gt;
Now it&#039;s time to make the next step in building models: [[Gmax_model_guide|The Gmax model guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4526</id>
		<title>Exporting a GMax object into FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=4526"/>
		<updated>2008-02-17T08:00:29Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Prepare your Gmax model for exporting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Show your Gmax model in FsX ===&lt;br /&gt;
&lt;br /&gt;
The SDK explains how to get a model from 3ds Max into FsX, but doing the same for a Gmax model is hardly described. This document does. To keep it simple and just practice how to get your model into FsX, create a simple model in Gmax. I&#039;ve created a box which is an object you will probably use the most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:box.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to show this model in FsX. That&#039;s what it is all about.&lt;br /&gt;
&lt;br /&gt;
== Prepare your Gmax model for exporting ==&lt;br /&gt;
&lt;br /&gt;
Add a GUID and Friendly name to your model:&lt;br /&gt;
* Select from the upper menu &amp;quot;FS Tools &amp;gt; LODNameTool&amp;quot;. The &amp;quot;LOD and GUID tools&amp;quot; window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:LODNameTool.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the button &amp;quot;Create new GUID for this file&amp;quot; which results in a small new window asking for a friendly name.&lt;br /&gt;
* Fill in a friendly name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:FriendlyName.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the Go! button.&lt;br /&gt;
* Close the &amp;quot;LOD and GUID tools&amp;quot; window&lt;br /&gt;
* Just to have a look where this GUID is stored choose &amp;quot;File &amp;gt; File Properties &amp;gt; tab Custom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Export the model to a mdl file ==&lt;br /&gt;
&lt;br /&gt;
* Select from the upper menu &amp;quot;File &amp;gt; Export...&amp;quot;&lt;br /&gt;
* Select &amp;quot;Flightsim Model (*.MDL)&amp;quot; as file type&lt;br /&gt;
* Give the file a name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:exportToMdl.jpg|550px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Browse to a directory where this mdl needs to be stored&lt;br /&gt;
* Click Save. The following window will/might appear: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:mixedMaterials.jpg|500px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click Yes to export the model to FsX format. The following window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:modelExportOptions.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Notice the options but leave all values on their default settings for now. Click OK.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a FsX library bgl ==&lt;br /&gt;
&lt;br /&gt;
Create a FsX library bgl by  [[Library_creation_for_FsX | installing, configuring and using a simple tool called Library Creator XML]]. A FsX library is a bgl file which contains one or more of your exported mdl (model) files.&lt;br /&gt;
&lt;br /&gt;
== Create a FsX placement bgl ==&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re one step away before viewing your model in FsX. The FsX library contains de models, but at this moment nothing is mentioned how to place this model on the right position (coordinates) in FsX. If you&#039;re up to creating an airport or other area of the same size, it is best to use tools like [http://www.zbluesoftware.com/fsxplanner/index.cfm FSX Planner], [http://www.airportdesigneditor.co.uk/ Airport Design Editor (ADE)] or [http://www.ptsim.com/sbuilderx/SBuilderX310.zip SBuilderX]. If you&#039;re planning to make models which are scattered around a wider area it is probably best to read the coordinates from FsX in top down view and edit a xml file via a teksteditor.&lt;br /&gt;
&lt;br /&gt;
The following xml example can be used as a blueprint:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
&amp;lt;FSData version=&amp;quot;9.0&amp;quot; &lt;br /&gt;
        xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot;&lt;br /&gt;
        xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; &lt;br /&gt;
                   alt=&amp;quot;0M&amp;quot; pitch=&amp;quot;0.0&amp;quot; bank=&amp;quot;0.0&amp;quot; &lt;br /&gt;
                   heading=&amp;quot;317.6&amp;quot; altitudeIsAgl=&amp;quot;TRUE&amp;quot; &lt;br /&gt;
                   imageComplexity=&amp;quot;SPARSE&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;{879C35D2-5698-4CA9-9EBA-8D7CAA717495}&amp;quot; &lt;br /&gt;
                       scale=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/FSData&amp;gt;&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Store this xml in a directory and open it with a text editor like Notepad, Ultraedit, vi :-), vim, etc. In my example I called it my_sample_placement.xml&lt;br /&gt;
* First get the coordinates by slewing in FsX in top down view to the right location. The coordinate in this sample are at Lelystad Airport in the Netherlands (EHLE). By pressing &amp;lt;shift&amp;gt;-z (capital Z) several times you will see the coordinates in the left upper corner. Put those coordinates in the xml file as lat and lon values.&lt;br /&gt;
* Decide on the heading value.&lt;br /&gt;
* Get the GUID (including curly brackets) from the mdl file. You can see this in the Gmax file via file &amp;gt; Properties &amp;gt; tab Custom or get it by using Library Creator XML. Use copy/paste to avoid typo&#039;s.&lt;br /&gt;
* Let all other values at their default.&lt;br /&gt;
* Repeat the &amp;lt;SceneryObject ...&amp;gt;&amp;lt;/SceneryObject&amp;gt; part for each model (mdl file).&lt;br /&gt;
* Compile this xml file by dropping it on BglComp.exe which can be found in the SDK. In a default installation this will be &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK\BglComp.exe&amp;quot;.&lt;br /&gt;
* The bgl will be found next to the xml file&lt;br /&gt;
&lt;br /&gt;
== View the results in FsX ==&lt;br /&gt;
&lt;br /&gt;
Now you have both needed bgl&#039;s: one library and one placement bgl. They need to be put in a directory so that FsX will load them.&lt;br /&gt;
* Put the bgls in for example the &amp;quot;Addon Scenery\scenery&amp;quot; directory which can be found in the main FsX directory. Be sure this Addon Scenery is enable in the scenery library of FsX (start FsX &amp;gt; Settings &amp;gt; Scenery Settings). Feel free to create your own scenery directory.&lt;br /&gt;
* Start FsX and fly or slew to the position of your new model.&lt;br /&gt;
&lt;br /&gt;
== Next steps ==&lt;br /&gt;
Now it&#039;s time to make the next step in building models: [[Gmax_model_guide|The Gmax model guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4392</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4392"/>
		<updated>2008-02-04T20:14:37Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[SDK]] is available for &#039;&#039;&#039;[[FSX]] Deluxe&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install the FSX RTM SDK -&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install. Default location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must as a minimum have the FSX RTM SDK installed before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#FF0000&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You must install the appropriate SDK version update to match your FSX version. &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your FSX version in the FSX column, read the matching row SDK details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;FSX&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;SDK&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | SP1&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|--&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SP1&lt;br /&gt;
| SP1A&lt;br /&gt;
| [http://www.fsinsider.com/downloads/Pages/FSXSoftwareDevelopmentKitUpdate.aspx Download * (166Mb)]&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Acceleration&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2/XPack&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://www.fsinsider.com/downloads/Pages/FSXSDK-SP2Update.aspx Download * (211Mb)]&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;*&#039; May also be available on magazine cover discs.&lt;br /&gt;
=== Notes ===&lt;br /&gt;
==== Acceleration users ====&lt;br /&gt;
The SDK supplied with the Acceleration package includes the SP2 SDK, plus Acceleration specific data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A prior version of the SDK must be present on your PC before upgrading to SDK SP2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The additional copy of SDK SP1a is only provided on the Acceleration disk, to allow you to do so.&lt;br /&gt;
==== Upgrade to SDK SP2 ====&lt;br /&gt;
SDK SP1a must be installed before SDK SP2 can be installed!&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&#039;&#039;&#039;RTM&#039;&#039;&#039;, &#039;&#039;&#039;SP1&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;SP1a&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;html&#039;&#039;&#039; format, with each folder containing the relevant html file(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP2&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;chm&#039;&#039;&#039; format, as a single compiled html file, &#039;&#039;&#039;fsxsdk.chm&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
located by default in &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FSX Tool Menu ==&lt;br /&gt;
If you have installed both FSX &amp;amp; SDK to their default locations,&lt;br /&gt;
the OPT should now be available from the FSX Tools menu.&lt;br /&gt;
&lt;br /&gt;
If you have installed either FSX or the SDK to a non-default location,&lt;br /&gt;
you should run configsdk.exe in the SDK root folder.&lt;br /&gt;
&lt;br /&gt;
=== Remark ===&lt;br /&gt;
If you don&#039;t have installed any add-on or tool (for example FSUIPC),&lt;br /&gt;
the FSX Tools menu will not be shown!&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
Ensure you are using the latest version of any addons, (e.g. FSUIPC).&amp;lt;br&amp;gt;&lt;br /&gt;
Important particularly when you upgrade FSX to a newer service pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect addon versions may prevent the Tools menu from loading entirely.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== dll.xml ==&lt;br /&gt;
If the FSX Tools menu option is still not displaying,&lt;br /&gt;
you may need to edit dll.xml manually, &amp;lt;br&amp;gt;&lt;br /&gt;
to -&lt;br /&gt;
* include the full paths for the SDK entries.&lt;br /&gt;
* set disabled to false&lt;br /&gt;
* remove all addon entries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any changes will not be reflected till next time you start FSX.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
The dll.xml file is located at -&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;OS&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;dll.xml location&#039;&#039;&#039;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | XP&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | C:\Documents and Settings\USERNAME\Application Data\Microsoft\FSX\&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Vista&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | C:\Users\USERNAME\AppData\Roaming\Microsoft\FSX\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the root of your FSX installation there&#039;s also a dll.xml file, &lt;br /&gt;
do not edit this, it&#039;s only a default backup copy.&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
You must use a &#039;&#039;&#039;text editor&#039;&#039;&#039;, e.g. Notepad, or an XML editor.&lt;br /&gt;
&lt;br /&gt;
You must not use &#039;&#039;Word&#039;&#039; or &#039;&#039;Wordpad&#039;&#039; as they will corrupt the file.&lt;br /&gt;
&lt;br /&gt;
=== Paths ===&lt;br /&gt;
The defined paths must be correct.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;relative path&#039;&#039;&#039; e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
..\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\object_placement.dll&lt;br /&gt;
&lt;br /&gt;
is relative to the FSX default location -&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If either FSX or the SDK is installed to a non-standard location&amp;lt;br&amp;gt;&lt;br /&gt;
then use a &#039;&#039;&#039;full path&#039;&#039;&#039; (aka absolute path). e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
If you&#039;d installed the SDK to your &#039;&#039;&#039;F:&#039;&#039;&#039; drive,&lt;br /&gt;
then the &#039;&#039;&#039;full path&#039;&#039;&#039; would be -&amp;lt;br&amp;gt;&lt;br /&gt;
F:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
=== Disabled ===&lt;br /&gt;
Each of the 3 SDK tools need to be set as follows.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;Disabled&amp;gt;False&amp;lt;/Disabled&amp;gt;&lt;br /&gt;
	&amp;lt;ManualLoad&amp;gt;False&amp;lt;/ManualLoad&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
Remove all addon entries, ensure the MS SDK tools load, then reapply your addons.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&#039;&#039;&#039;[[SDK Toolset (FSX)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SDK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FSX Acceleration]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Key Mapping (FSXA)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[Category:Aircraft_design]] &lt;br /&gt;
[[Category:Scenery_design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:File_Formats]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4391</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4391"/>
		<updated>2008-02-04T20:13:44Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Remark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[SDK]] is available for &#039;&#039;&#039;[[FSX]] Deluxe&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install the FSX RTM SDK -&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install. Default location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must as a minimum have the FSX RTM SDK installed before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#FF0000&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You must install the appropriate SDK version update to match your FSX version. &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your FSX version in the FSX column, read the matching row SDK details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;FSX&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;SDK&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | SP1&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|--&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SP1&lt;br /&gt;
| SP1A&lt;br /&gt;
| [http://www.fsinsider.com/downloads/Pages/FSXSoftwareDevelopmentKitUpdate.aspx Download * (166Mb)]&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Acceleration&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2/XPack&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://www.fsinsider.com/downloads/Pages/FSXSDK-SP2Update.aspx Download * (211Mb)]&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;*&#039; May also be available on magazine cover discs.&lt;br /&gt;
=== Notes ===&lt;br /&gt;
==== Acceleration users ====&lt;br /&gt;
The SDK supplied with the Acceleration package includes the SP2 SDK, plus Acceleration specific data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A prior version of the SDK must be present on your PC before upgrading to SDK SP2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The additional copy of SDK SP1a is only provided on the Acceleration disk, to allow you to do so.&lt;br /&gt;
==== Upgrade to SDK SP2 ====&lt;br /&gt;
SDK SP1a must be installed before SDK SP2 can be installed!&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&#039;&#039;&#039;RTM&#039;&#039;&#039;, &#039;&#039;&#039;SP1&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;SP1a&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;html&#039;&#039;&#039; format, with each folder containing the relevant html file(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP2&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;chm&#039;&#039;&#039; format, as a single compiled html file, &#039;&#039;&#039;fsxsdk.chm&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
located by default in &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
If you have installed both FSX &amp;amp; SDK to their default locations,&lt;br /&gt;
the OPT should now be available from the FSX Tools menu.&lt;br /&gt;
&lt;br /&gt;
If you have installed either FSX or the SDK to a non-default location,&lt;br /&gt;
you should run configsdk.exe in the SDK root folder.&lt;br /&gt;
&lt;br /&gt;
=== Remark ===&lt;br /&gt;
If you don&#039;t have installed any add-on or tool (for example FSUIPC),&lt;br /&gt;
the FSX Tools menu will not be shown!&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
Ensure you are using the latest version of any addons, (e.g. FSUIPC).&amp;lt;br&amp;gt;&lt;br /&gt;
Important particularly when you upgrade FSX to a newer service pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect addon versions may prevent the Tools menu from loading entirely.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== dll.xml ==&lt;br /&gt;
If the FSX Tools menu option is still not displaying,&lt;br /&gt;
you may need to edit dll.xml manually, &amp;lt;br&amp;gt;&lt;br /&gt;
to -&lt;br /&gt;
* include the full paths for the SDK entries.&lt;br /&gt;
* set disabled to false&lt;br /&gt;
* remove all addon entries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any changes will not be reflected till next time you start FSX.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
The dll.xml file is located at -&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;OS&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;dll.xml location&#039;&#039;&#039;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | XP&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | C:\Documents and Settings\USERNAME\Application Data\Microsoft\FSX\&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Vista&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | C:\Users\USERNAME\AppData\Roaming\Microsoft\FSX\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the root of your FSX installation there&#039;s also a dll.xml file, &lt;br /&gt;
do not edit this, it&#039;s only a default backup copy.&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
You must use a &#039;&#039;&#039;text editor&#039;&#039;&#039;, e.g. Notepad, or an XML editor.&lt;br /&gt;
&lt;br /&gt;
You must not use &#039;&#039;Word&#039;&#039; or &#039;&#039;Wordpad&#039;&#039; as they will corrupt the file.&lt;br /&gt;
&lt;br /&gt;
=== Paths ===&lt;br /&gt;
The defined paths must be correct.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;relative path&#039;&#039;&#039; e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
..\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\object_placement.dll&lt;br /&gt;
&lt;br /&gt;
is relative to the FSX default location -&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If either FSX or the SDK is installed to a non-standard location&amp;lt;br&amp;gt;&lt;br /&gt;
then use a &#039;&#039;&#039;full path&#039;&#039;&#039; (aka absolute path). e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
If you&#039;d installed the SDK to your &#039;&#039;&#039;F:&#039;&#039;&#039; drive,&lt;br /&gt;
then the &#039;&#039;&#039;full path&#039;&#039;&#039; would be -&amp;lt;br&amp;gt;&lt;br /&gt;
F:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
=== Disabled ===&lt;br /&gt;
Each of the 3 SDK tools need to be set as follows.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;Disabled&amp;gt;False&amp;lt;/Disabled&amp;gt;&lt;br /&gt;
	&amp;lt;ManualLoad&amp;gt;False&amp;lt;/ManualLoad&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
Remove all addon entries, ensure the MS SDK tools load, then reapply your addons.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&#039;&#039;&#039;[[SDK Toolset (FSX)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SDK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FSX Acceleration]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Key Mapping (FSXA)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[Category:Aircraft_design]] &lt;br /&gt;
[[Category:Scenery_design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:File_Formats]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4390</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4390"/>
		<updated>2008-02-04T20:12:47Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[SDK]] is available for &#039;&#039;&#039;[[FSX]] Deluxe&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install the FSX RTM SDK -&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install. Default location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must as a minimum have the FSX RTM SDK installed before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#FF0000&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You must install the appropriate SDK version update to match your FSX version. &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your FSX version in the FSX column, read the matching row SDK details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;FSX&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;SDK&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | SP1&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|--&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SP1&lt;br /&gt;
| SP1A&lt;br /&gt;
| [http://www.fsinsider.com/downloads/Pages/FSXSoftwareDevelopmentKitUpdate.aspx Download * (166Mb)]&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Acceleration&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2/XPack&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://www.fsinsider.com/downloads/Pages/FSXSDK-SP2Update.aspx Download * (211Mb)]&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;*&#039; May also be available on magazine cover discs.&lt;br /&gt;
=== Notes ===&lt;br /&gt;
==== Acceleration users ====&lt;br /&gt;
The SDK supplied with the Acceleration package includes the SP2 SDK, plus Acceleration specific data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A prior version of the SDK must be present on your PC before upgrading to SDK SP2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The additional copy of SDK SP1a is only provided on the Acceleration disk, to allow you to do so.&lt;br /&gt;
==== Upgrade to SDK SP2 ====&lt;br /&gt;
SDK SP1a must be installed before SDK SP2 can be installed!&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&#039;&#039;&#039;RTM&#039;&#039;&#039;, &#039;&#039;&#039;SP1&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;SP1a&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;html&#039;&#039;&#039; format, with each folder containing the relevant html file(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP2&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;chm&#039;&#039;&#039; format, as a single compiled html file, &#039;&#039;&#039;fsxsdk.chm&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
located by default in &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
If you have installed both FSX &amp;amp; SDK to their default locations,&lt;br /&gt;
the OPT should now be available from the FSX Tools menu.&lt;br /&gt;
&lt;br /&gt;
If you have installed either FSX or the SDK to a non-default location,&lt;br /&gt;
you should run configsdk.exe in the SDK root folder.&lt;br /&gt;
&lt;br /&gt;
=== Remark ===&lt;br /&gt;
If don&#039;t have installed any add-ons or tools (for exampel FSUIPC),&lt;br /&gt;
the FSX Tools menu will not be shown!&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
Ensure you are using the latest version of any addons, (e.g. FSUIPC).&amp;lt;br&amp;gt;&lt;br /&gt;
Important particularly when you upgrade FSX to a newer service pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect addon versions may prevent the Tools menu from loading entirely.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== dll.xml ==&lt;br /&gt;
If the FSX Tools menu option is still not displaying,&lt;br /&gt;
you may need to edit dll.xml manually, &amp;lt;br&amp;gt;&lt;br /&gt;
to -&lt;br /&gt;
* include the full paths for the SDK entries.&lt;br /&gt;
* set disabled to false&lt;br /&gt;
* remove all addon entries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any changes will not be reflected till next time you start FSX.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
The dll.xml file is located at -&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;OS&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;dll.xml location&#039;&#039;&#039;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | XP&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | C:\Documents and Settings\USERNAME\Application Data\Microsoft\FSX\&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Vista&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | C:\Users\USERNAME\AppData\Roaming\Microsoft\FSX\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the root of your FSX installation there&#039;s also a dll.xml file, &lt;br /&gt;
do not edit this, it&#039;s only a default backup copy.&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
You must use a &#039;&#039;&#039;text editor&#039;&#039;&#039;, e.g. Notepad, or an XML editor.&lt;br /&gt;
&lt;br /&gt;
You must not use &#039;&#039;Word&#039;&#039; or &#039;&#039;Wordpad&#039;&#039; as they will corrupt the file.&lt;br /&gt;
&lt;br /&gt;
=== Paths ===&lt;br /&gt;
The defined paths must be correct.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;relative path&#039;&#039;&#039; e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
..\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\object_placement.dll&lt;br /&gt;
&lt;br /&gt;
is relative to the FSX default location -&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If either FSX or the SDK is installed to a non-standard location&amp;lt;br&amp;gt;&lt;br /&gt;
then use a &#039;&#039;&#039;full path&#039;&#039;&#039; (aka absolute path). e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
If you&#039;d installed the SDK to your &#039;&#039;&#039;F:&#039;&#039;&#039; drive,&lt;br /&gt;
then the &#039;&#039;&#039;full path&#039;&#039;&#039; would be -&amp;lt;br&amp;gt;&lt;br /&gt;
F:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
=== Disabled ===&lt;br /&gt;
Each of the 3 SDK tools need to be set as follows.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;Disabled&amp;gt;False&amp;lt;/Disabled&amp;gt;&lt;br /&gt;
	&amp;lt;ManualLoad&amp;gt;False&amp;lt;/ManualLoad&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
Remove all addon entries, ensure the MS SDK tools load, then reapply your addons.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&#039;&#039;&#039;[[SDK Toolset (FSX)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SDK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FSX Acceleration]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Key Mapping (FSXA)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[Category:Aircraft_design]] &lt;br /&gt;
[[Category:Scenery_design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:File_Formats]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4389</id>
		<title>SDK Installation (FSX)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)&amp;diff=4389"/>
		<updated>2008-02-04T20:01:41Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[SDK]] is available for &#039;&#039;&#039;[[FSX]] Deluxe&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install the FSX RTM SDK -&lt;br /&gt;
# Browse the &#039;&#039;&#039;FSX Deluxe Edition disk 1&#039;&#039;&#039;&lt;br /&gt;
# Open the &#039;&#039;&#039;SDK&#039;&#039;&#039; sub-folder&lt;br /&gt;
# Double-click the &#039;&#039;&#039;setup.exe&#039;&#039;&#039;&lt;br /&gt;
# Tell it where to install. Default location is &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must as a minimum have the FSX RTM SDK installed before attempting to upgrade to the SDK Service Packs.&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#FF0000&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You must install the appropriate SDK version update to match your FSX version. &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Find your FSX version in the FSX column, read the matching row SDK details.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;FSX&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;SDK&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Installer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | RTM&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | FSX RTM disk 1, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | SP1&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Discontinued&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | Standalone&lt;br /&gt;
|--&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SP1&lt;br /&gt;
| SP1A&lt;br /&gt;
| [http://www.fsinsider.com/downloads/Pages/FSXSoftwareDevelopmentKitUpdate.aspx Download * (166Mb)]&lt;br /&gt;
| fsx_sdk_sp1a.exe&lt;br /&gt;
| Standalone&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Acceleration&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2/XPack&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Retail&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | FSX Acceleration disk, SDK sub-folder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | SP2&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | [http://www.fsinsider.com/downloads/Pages/FSXSDK-SP2Update.aspx Download * (211Mb)]&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | sdk.msi&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Standalone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;*&#039; May also be available on magazine cover discs.&lt;br /&gt;
=== Notes ===&lt;br /&gt;
==== Acceleration users ====&lt;br /&gt;
The SDK supplied with the Acceleration package includes the SP2 SDK, plus Acceleration specific data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A prior version of the SDK must be present on your PC before upgrading to SDK SP2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The additional copy of SDK SP1a is only provided on the Acceleration disk, to allow you to do so.&lt;br /&gt;
==== Upgrade to SDK SP2 ====&lt;br /&gt;
SDK SP1a must be installed before SDK SP2 can be installed!&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&#039;&#039;&#039;RTM&#039;&#039;&#039;, &#039;&#039;&#039;SP1&#039;&#039;&#039;, &amp;amp; &#039;&#039;&#039;SP1a&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;html&#039;&#039;&#039; format, with each folder containing the relevant html file(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP2&#039;&#039;&#039; documentation is supplied in &#039;&#039;&#039;chm&#039;&#039;&#039; format, as a single compiled html file, &#039;&#039;&#039;fsxsdk.chm&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
located by default in &#039;&#039;&#039;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
If you have installed both FSX &amp;amp; SDK to their default locations,&lt;br /&gt;
the OPT should now be available from the FSX Tools menu.&lt;br /&gt;
&lt;br /&gt;
If you have installed either FSX or the SDK to a non-default location,&lt;br /&gt;
you should run configsdk.exe in the SDK root folder.&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
Ensure you are using the latest version of any addons, (e.g. FSUIPC).&amp;lt;br&amp;gt;&lt;br /&gt;
Important particularly when you upgrade FSX to a newer service pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect addon versions may prevent the Tools menu from loading entirely.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== dll.xml ==&lt;br /&gt;
If the FSX Tools menu option is still not displaying,&lt;br /&gt;
you may need to edit dll.xml manually, &amp;lt;br&amp;gt;&lt;br /&gt;
to -&lt;br /&gt;
* include the full paths for the SDK entries.&lt;br /&gt;
* set disabled to false&lt;br /&gt;
* remove all addon entries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any changes will not be reflected till next time you start FSX.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
The dll.xml file is located at -&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;background:#f2f2f2&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|--&lt;br /&gt;
| &#039;&#039;&#039;OS&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;dll.xml location&#039;&#039;&#039;&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | XP&lt;br /&gt;
| style=&amp;quot;background:#F8EABA;&amp;quot; | C:\Documents and Settings\USERNAME\Application Data\Microsoft\FSX\&lt;br /&gt;
|--&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | Vista&lt;br /&gt;
| style=&amp;quot;background:#C0C090;&amp;quot; | C:\Users\USERNAME\AppData\Roaming\Microsoft\FSX\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the root of your FSX installation there&#039;s also a dll.xml file, &lt;br /&gt;
do not edit this, it&#039;s only a default backup copy.&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
You must use a &#039;&#039;&#039;text editor&#039;&#039;&#039;, e.g. Notepad, or an XML editor.&lt;br /&gt;
&lt;br /&gt;
You must not use &#039;&#039;Word&#039;&#039; or &#039;&#039;Wordpad&#039;&#039; as they will corrupt the file.&lt;br /&gt;
&lt;br /&gt;
=== Paths ===&lt;br /&gt;
The defined paths must be correct.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;relative path&#039;&#039;&#039; e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
..\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\object_placement.dll&lt;br /&gt;
&lt;br /&gt;
is relative to the FSX default location -&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If either FSX or the SDK is installed to a non-standard location&amp;lt;br&amp;gt;&lt;br /&gt;
then use a &#039;&#039;&#039;full path&#039;&#039;&#039; (aka absolute path). e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
If you&#039;d installed the SDK to your &#039;&#039;&#039;F:&#039;&#039;&#039; drive,&lt;br /&gt;
then the &#039;&#039;&#039;full path&#039;&#039;&#039; would be -&amp;lt;br&amp;gt;&lt;br /&gt;
F:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Mission Creation Kit\Object_Placement.dll&lt;br /&gt;
&lt;br /&gt;
=== Disabled ===&lt;br /&gt;
Each of the 3 SDK tools need to be set as follows.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;Disabled&amp;gt;False&amp;lt;/Disabled&amp;gt;&lt;br /&gt;
	&amp;lt;ManualLoad&amp;gt;False&amp;lt;/ManualLoad&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addons ===&lt;br /&gt;
Remove all addon entries, ensure the MS SDK tools load, then reapply your addons.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
&#039;&#039;&#039;[[SDK Toolset (FSX)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SDK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FSX Acceleration]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Key Mapping (FSXA)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[Category:Aircraft_design]] &lt;br /&gt;
[[Category:Scenery_design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]] &lt;br /&gt;
[[Category:File_Formats]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FS8)&amp;diff=2885</id>
		<title>SDK Installation (FS8)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FS8)&amp;diff=2885"/>
		<updated>2007-11-11T12:11:46Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: New page: Installing the FS 2002 Gmax-SDK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Installing the FS 2002 Gmax-SDK]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Ground_polygons_(ASM_tweak)&amp;diff=2852</id>
		<title>Ground polygons (ASM tweak)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Ground_polygons_(ASM_tweak)&amp;diff=2852"/>
		<updated>2007-11-10T21:45:14Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* Fs2002 gamepack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create ground polygons with GMax is an often asked question. This article will try to guide you through that process, as it takes some tweaking to get the correct results.&lt;br /&gt;
&lt;br /&gt;
How to create your ground polygons is outside of the scope of this article. Basically you can just draw them like any polygon and then map the texture you want on it. The only difference is that the polygons are on the ground, so they have a z-coordinate of zero.&lt;br /&gt;
&lt;br /&gt;
Please note that if you want your ground polygons to be compatible with FsX (with the SP1 installed), you need to make sure that the vertices of your ground polygons are not further away from each other then 100 meters. So if you have a big polygon, you might have to split it into smaller pieces. If you keep this additional restriction in mind, you will not have trouble with the added earth curvation of FsX.&lt;br /&gt;
&lt;br /&gt;
==Fs2002 gamepack==&lt;br /&gt;
&lt;br /&gt;
The first complication is that you need to use the Fs2002 gamepack ([[Installing the FS 2002 Gmax-SDK]]). This is because the MDL format used by the Fs2004 and FsX gamepacks is not really suitable for creating ground polygons. When using them you for example get flickering polygons and the shadow of other objects is also not displayed correctly on it. With the Fs2002 gamepack we can apply some tweaks to prevent these trouble.&lt;br /&gt;
&lt;br /&gt;
But you can not download the Fs2002 gamepack from the internet, some files only came with the Fs2002 Pro CD. So if you don&#039;t own that version of FS (anymore) you have a little problem. A work around is to use MDLCommander with the Fs2004 gamepack and then run the [http://www.fsdeveloper.com/wiki/index.php?title=Saving_X_files_using_MDLCommander X file] that you saved through the Fs2002 MakeMDL manually.&lt;br /&gt;
&lt;br /&gt;
Be sure that you use the [http://download.microsoft.com/download/FlightSim2002/Install/sdk/W982KMeXP/EN-US/MakeMDL_SDK.exe latest version] of the Fs2002 MakeMDL, as the initial version does not allow you to save the ASM source files that you need to tweak later on. For a basic introduction to saving and compiling ASM source, please refer to this [http://www.fsdeveloper.com/wiki/index.php?title=Beginners_guide_ASM_tweaking article].&lt;br /&gt;
&lt;br /&gt;
==Tweaking the ASM code==&lt;br /&gt;
&lt;br /&gt;
So now that you have saved your ASM source files, it is time to start tweaking them. What we are going to change in the ASM file are a few commands that by default call your polygons as if they are a 3D object. But there is also another call for ground polygons, when this call is used the flickering and shadow problems are solved.&lt;br /&gt;
&lt;br /&gt;
So open your main ASM file and look for the following lines of code:&lt;br /&gt;
&lt;br /&gt;
  OBJECT_0_START label word&lt;br /&gt;
  IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767&lt;br /&gt;
  ADDOBJ OBJECT_0_SCALE&lt;br /&gt;
  SHADOW_CALL OBJECT_0_SCALE&lt;br /&gt;
  OBJECT_0_FAIL label BGLCODE&lt;br /&gt;
&lt;br /&gt;
In this code the ADDOBJ command is the one that is calling your polygons as a 3D object. So this is the one we will change in the ADDCAT command used for ground polygons. The ADDCAT command also has an additional parameter that sets the layer of your ground polygons. So this can be used to layer different ground polygons on top of each other. In this article we will set the layer to 8, it is common practice to use only layers that are a multiple of 4 (so 0, 4, 8, 12, 16, 20, ...).&lt;br /&gt;
&lt;br /&gt;
We will also remove the SHADOW_CALL command, as ground polygons are not really able to cast a shadow on the ground. So after applying these two tweaks you are code should look something like this:&lt;br /&gt;
&lt;br /&gt;
  OBJECT_0_START label word&lt;br /&gt;
  IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767&lt;br /&gt;
  ADDCAT OBJECT_0_SCALE, 8&lt;br /&gt;
  OBJECT_0_FAIL label BGLCODE&lt;br /&gt;
&lt;br /&gt;
One final note. This change only works if your source only contains ground polygons. If you have a scene with both ground polygons and 3D objects, use the &amp;quot;Export selected...&amp;quot; feature from GMax to export the ground polygons and the 3D objects seperately from each other.&lt;br /&gt;
&lt;br /&gt;
==Complex example==&lt;br /&gt;
&lt;br /&gt;
In this last section I want to give a little more complex example. Assume you are making an airport that has different layers, how could you easily manage that? I will show you how I do that.&lt;br /&gt;
&lt;br /&gt;
In GMax you create all polygons that you need. In this example I will assume that there are three different layers:&lt;br /&gt;
&lt;br /&gt;
* photo&lt;br /&gt;
* noise texture&lt;br /&gt;
* aprons and taxiways&lt;br /&gt;
&lt;br /&gt;
The noise texture is a layer I added to make the grass in the photo texture look less blurry when you are taxiing on it. It uses a transparent texture that adds random dots. Each of these three layers are exported separately from GMax. I used the following name:&lt;br /&gt;
&lt;br /&gt;
* ehdr_photo.bgl&lt;br /&gt;
* ehdr_noise.bgl&lt;br /&gt;
* ehdr_aprons.bgl&lt;br /&gt;
&lt;br /&gt;
Of course for each BGL file there were also two ASM files saved. What I did next is copy one of the main ASM files and then edit it so that all three layers are called from this single file. I made a copy (and renamed it ehdr_ground_layout.asm) so that the tweaks will not be overwritten the next time I export from GMax. All I have to do after such a new export, is compile the ehdr_ground_layout.asm file again. This is the ASM I use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;header label word&lt;br /&gt;
    dw      0001            ; 00 World set number   &lt;br /&gt;
    dd      0005A174FH          ; 02 North bound        &lt;br /&gt;
    dd      0005A0E5BH          ; 06 South bound        &lt;br /&gt;
    dd      0045BEF71H          ; 10 East bound         &lt;br /&gt;
    dd      0045BEF6FH          ; 14 West bound         &lt;br /&gt;
    dw      20 dup(0)                               &lt;br /&gt;
    dd      (offset OBJECT_DATA) - (offset header)&lt;br /&gt;
    dw      33 dup(0)                               &lt;br /&gt;
&lt;br /&gt;
OBJECT_DATA label word                                  &lt;br /&gt;
    db  21              ;;LATBAND_REL                   &lt;br /&gt;
    dw  02D07h          ;;lat min (inclusive) 512M units&lt;br /&gt;
    dw  02D0Ch          ;;lat max (exclusive)           &lt;br /&gt;
    dd  (offset OBJECT_0) - (offset OBJECT_DATA)        &lt;br /&gt;
    db  0               ;;EOL                           &lt;br /&gt;
OBJECT_0 label    BGLCODE&lt;br /&gt;
    db  12                      ; NEAR_FAR_HUGE_OBJECT_HEADER&lt;br /&gt;
    dd  0005A12D5h,0045BEF70h           ; latitude,longitude          &lt;br /&gt;
    db  100                     ; image power                 &lt;br /&gt;
    dd  (offset OBJECT_0_END) - (offset OBJECT_0)             &lt;br /&gt;
&lt;br /&gt;
OBJECT_0_START label word&lt;br /&gt;
    ADDCAT      OBJECT_0_PHOTO, 8&lt;br /&gt;
    ADDCAT      OBJECT_0_NOISE, 12&lt;br /&gt;
    ADDCAT      OBJECT_0_APRON, 17&lt;br /&gt;
    BGL_JUMP_32 OBJECT_0_END  &lt;br /&gt;
&lt;br /&gt;
OBJECT_0_PHOTO label    BGLCODE&lt;br /&gt;
    SCALE_AGL   OBJECT_0_RETURN, 20000, 1146, 131072, 0005A12D5h, 0E82Dh, 0045BEF70h, 0AD0Ah, 0, 0&lt;br /&gt;
    include    ehdr_photo_0.asm&lt;br /&gt;
&lt;br /&gt;
OBJECT_0_NOISE label    BGLCODE&lt;br /&gt;
    SCALE_AGL   OBJECT_0_RETURN,  5000, 1146, 131072, 0005A12D5h, 0E82Dh, 0045BEF70h, 0AD0Ah, 0, 0&lt;br /&gt;
    include    ehdr_noise_0.asm    &lt;br /&gt;
    &lt;br /&gt;
OBJECT_0_APRON label    BGLCODE&lt;br /&gt;
    SCALE_AGL   OBJECT_0_RETURN, 10000, 1146, 131072, 0005A12D5h, 0E82Dh, 0045BEF70h, 0AD0Ah, 0, 0&lt;br /&gt;
    include    ehdr_aprons_0.asm&lt;br /&gt;
    &lt;br /&gt;
OBJECT_0_RETURN label word&lt;br /&gt;
    BGL_RETURN&lt;br /&gt;
&lt;br /&gt;
OBJECT_0_END label word&lt;br /&gt;
EOF&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first part is the BGL header and the data used to place your polygons at the latitude and longitude that you entered during the export. Just copy this and don&#039;t change it. Below that you will see that I placed three ADDCAT command below each other, each calling a label that calls the ASM file with the actually polygons that GMax created. The SCALE_AGL command after the label is the reference point, so you can just copy it around and use it for all your layers. Of course you need to copy it from your own ASM file and not from this example, as your polygons will end up on the wrong location else.&lt;br /&gt;
&lt;br /&gt;
You might also notice that the code in the ASM file looks a little different from the main ASM file that MakeMDL made. This is because I cleaned it up as much as I could, removing all unnecessary code and calls. But hopefully this example still shows you how you can combine all your ground layers in one BGL file.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2851</id>
		<title>Installing FS2002 GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2851"/>
		<updated>2007-11-10T20:34:44Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you only want to install the FS 2002 Gmax-SDK, don&#039;t want to make the full installation and have the FS 2004 Gmax-SDK installed, do following:&lt;br /&gt;
&lt;br /&gt;
- Copy file &amp;quot;GMAX.CAB&amp;quot; from CD 2 (FS 2002 professional edition) to a temporary directory.&lt;br /&gt;
- Uncompress the cab-file:&lt;br /&gt;
-- Open a command line window (execute cmd.exe)&lt;br /&gt;
-- cd to the temporary directory&lt;br /&gt;
-- extract gmax.cab /E&lt;br /&gt;
&lt;br /&gt;
- Open the document &amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot; in the gmax\gamepacks\fs2004 directory.&lt;br /&gt;
&lt;br /&gt;
- Follow the instructions in the third bullet &amp;quot;If Gmax was installed from FS2002 installation and was updated to Gmax 1.2...&amp;quot;. Get files from the uncompressed files in the temporary directory.&lt;br /&gt;
&lt;br /&gt;
- Start Gmax from the created shortcut file &amp;quot;FS2002.lnk&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2850</id>
		<title>Installing FS2002 GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2850"/>
		<updated>2007-11-10T20:32:14Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you only want to install the FS 2002 Gmax-SDK, don&#039;t want to make the full installation and have the FS 2004 Gmax-SDK installed, do following:&lt;br /&gt;
&lt;br /&gt;
- Copy file &amp;quot;GMAX.CAB&amp;quot; from CD 2 (FS 2002 professional edition) to a temporary directory.&lt;br /&gt;
- Uncompress the cab-file:&lt;br /&gt;
-- Open a command line window (execute cmd.exe)&lt;br /&gt;
-- cd to the temporary directory&lt;br /&gt;
-- extract gmax.cab /E&lt;br /&gt;
&lt;br /&gt;
- Open the document &amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot; in the gmax\gamepacks\fs2004 directory.&lt;br /&gt;
&lt;br /&gt;
- Follow the instructions in the third bullet &amp;quot;If Gmax was installed from FS2002 installation and was updated to Gmax 1.2...&amp;quot;. Get files from the uncompressed files in the temporary directory.&lt;br /&gt;
&lt;br /&gt;
- Start Gmax from the created shortcut file &amp;quot;FS2002.lnk&amp;quot;.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2849</id>
		<title>Installing FS2002 GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FS2002_GMax_gamepack&amp;diff=2849"/>
		<updated>2007-11-10T20:31:08Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: New page: If you only want to install the FS 2002 Gmax-SDK, don&amp;#039;t want to make the full installation and have the FS 2004 Gmax-SDK installed, do following:  - Copy file &amp;quot;GMAX.CAB&amp;quot; from CD 2 (FS 2002...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you only want to install the FS 2002 Gmax-SDK, don&#039;t want to make the full installation and have the FS 2004 Gmax-SDK installed, do following:&lt;br /&gt;
&lt;br /&gt;
- Copy file &amp;quot;GMAX.CAB&amp;quot; from CD 2 (FS 2002 professional edition) to a temporary directory.&lt;br /&gt;
- Uncompress the cab-file:&lt;br /&gt;
-- Open a command line window (execute cmd.exe)&lt;br /&gt;
-- cd to the temporary directory&lt;br /&gt;
-- extract gmax.cab /E&lt;br /&gt;
&lt;br /&gt;
- Open the document &amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot; in the gamepacks/fs2004 directory.&lt;br /&gt;
&lt;br /&gt;
- Follow the instructions in the third bullet &amp;quot;If Gmax was installed from FS2002 installation and was updated to Gmax 1.2...&amp;quot;. Get files from the uncompressed files in the temporary directory.&lt;br /&gt;
&lt;br /&gt;
- Start Gmax from the created shortcut file &amp;quot;FS2002.lnk&amp;quot;.&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2777</id>
		<title>Photo perspective correction with the GIMP</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2777"/>
		<updated>2007-10-31T16:15:59Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* The steps involved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
When you are trying to make a photo real texture you probably know that the photo you want to use has never been taken from the front of the building. Often it has been taken at a certain angle, with the result that there is a certain amount of perspective in the photo. In this article I will describe how you can very easy remove this perspective with GIMP.&lt;br /&gt;
&lt;br /&gt;
==GIMP?==&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, what is GIMP? GIMP is a graphical program, just like PhotoShop and Paint Shop Pro. But the good part is that you can use GIMP for free. Yes, you read that correct GIMP is free, it is originally a Linux application, but there is also a version for Windows. You can read more about GIMP if you go to their [http://www.gimp.org website].&lt;br /&gt;
&lt;br /&gt;
If you want to get the Windows version right away you can best pay a visit to this [http://www2.arnes.si/\~{}sopjsimo/gimp/stable.html site].&lt;br /&gt;
&lt;br /&gt;
GIMP does contain almost all the features the other graphical programs have as well, but this tutorial will only deal with the transformation feature, that also allows you to correct perspective. I have never seen such a good tool, that is also that simple to use to remove perspective from a photo.&lt;br /&gt;
&lt;br /&gt;
(This article is written for an older version of GIMP. I have put some notes in the text for usage of a newer GIMP).&lt;br /&gt;
&lt;br /&gt;
==The steps involved==&lt;br /&gt;
&lt;br /&gt;
OK, here we go. For this example I will use a photo of the main hangar of Texel Airport I made when I visited the airfield. In figure below you can see how the original photo looks. As you can see there is too much perspective in the photo and it can not be used right away as the basis of a texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp1.jpg]]&lt;br /&gt;
&lt;br /&gt;
So, here are the steps you need to take to correct the perspective of such a photo with GIMP:&lt;br /&gt;
&lt;br /&gt;
* The first step is of course to open the photo, the figure above shows how it looks for the example photo.&lt;br /&gt;
&lt;br /&gt;
* The next step is to select the transformation tool of GIMP. (If you are using GIMP ver 2.2 or newer, you should use the &amp;quot;Perspective Tool&amp;quot;. Se text below) This tool can be selected by clicking the last icon on the second row of icons, as you can see in figure below. This will give you the properties for the transformation tool as shown on the right side of the figure.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp2.jpg]] [[Image:gimp3.jpg]]&lt;br /&gt;
&lt;br /&gt;
* In that properties window you must make sure that you select perspective (Sorry for the screenshots that are in Dutch, but I have a Dutch version of Windows), otherwise you will end up rotating or scaling the photo. I would also suggest to set the other settings like showed in the figure, these seem to work best for me.&lt;br /&gt;
  &lt;br /&gt;
* When you now click on your image you will see that a grid appear, like shown in the figure below.&lt;br /&gt;
* GIMP 2.2: In the image window, select &amp;quot;Show Grid&amp;quot; under the View menu. Select the &amp;quot;Perspective Tool&amp;quot;. Click on your image.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp4.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* If you click on any of the 4 corners of the grid you can drag them around. This way you can select the part of the photo you want to use. You should place the corners in such a way that they define the area that should be rectangular without the perspective. This is easiest done if you have some straight lines on the photo, like doors. In the figure below you can see which area I select in the photo. (Gimp 2.2: drag the corners until the image matches the grid)&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp5.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* When you are ready with placing the grid and happy with the result you can click the Transform button as shown in the figure below.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp6.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* After some calculations you will be shown the final result for your texture. If you are not happy with the result, for example because it still has some perspective you can use undo (Ctrl-Z) to return to the original photo and apply the grid again. In the figure below you can see the final result for the photo I used.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As you can see the scale of the result may not be correct. The corrected image uses the same size as the original photo. Depending on the shape of the area you select this means that it can be stretched too much in horizontal or vertical direction. Of course this can be solved rather easy to resizing the image.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp7.jpg]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need to do, to use this simple tool. With this corrected photo you can then make your texture as you always did.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2776</id>
		<title>Photo perspective correction with the GIMP</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2776"/>
		<updated>2007-10-31T16:06:35Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* GIMP? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
When you are trying to make a photo real texture you probably know that the photo you want to use has never been taken from the front of the building. Often it has been taken at a certain angle, with the result that there is a certain amount of perspective in the photo. In this article I will describe how you can very easy remove this perspective with GIMP.&lt;br /&gt;
&lt;br /&gt;
==GIMP?==&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, what is GIMP? GIMP is a graphical program, just like PhotoShop and Paint Shop Pro. But the good part is that you can use GIMP for free. Yes, you read that correct GIMP is free, it is originally a Linux application, but there is also a version for Windows. You can read more about GIMP if you go to their [http://www.gimp.org website].&lt;br /&gt;
&lt;br /&gt;
If you want to get the Windows version right away you can best pay a visit to this [http://www2.arnes.si/\~{}sopjsimo/gimp/stable.html site].&lt;br /&gt;
&lt;br /&gt;
GIMP does contain almost all the features the other graphical programs have as well, but this tutorial will only deal with the transformation feature, that also allows you to correct perspective. I have never seen such a good tool, that is also that simple to use to remove perspective from a photo.&lt;br /&gt;
&lt;br /&gt;
(This article is written for an older version of GIMP. I have put some notes in the text for usage of a newer GIMP).&lt;br /&gt;
&lt;br /&gt;
==The steps involved==&lt;br /&gt;
&lt;br /&gt;
OK, here we go. For this example I will use a photo of the main hangar of Texel Airport I made when I visited the airfield. In figure below you can see how the original photo looks. As you can see there is too much perspective in the photo and it can not be used right away as the basis of a texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp1.jpg]]&lt;br /&gt;
&lt;br /&gt;
So, here are the steps you need to take to correct the perspective of such a photo with GIMP:&lt;br /&gt;
&lt;br /&gt;
* The first step is of course to open the photo, the figure above shows how it looks for the example photo.&lt;br /&gt;
&lt;br /&gt;
* The next step is to select the transformation tool of GIMP. (If you are using GIMP ver 2.2 or newer, you should select the &amp;quot;Perspective Tool&amp;quot;) This tool can be selected by clicking the last icon on the second row of icons, as you can see in figure below. This will give you the properties for the transformation tool as shown on the right side of the figure.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp2.jpg]] [[Image:gimp3.jpg]]&lt;br /&gt;
&lt;br /&gt;
* In that properties window you must make sure that you select perspective (Sorry for the screenshots that are in Dutch, but I have a Dutch version of Windows), otherwise you will end up rotating or scaling the photo. I would also suggest to set the other settings like showed in the figure, these seem to work best for me.&lt;br /&gt;
  &lt;br /&gt;
* When you now click on your image you will see that a grid appear, like shown in the figure below.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp4.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* If you click on any of the 4 corners of the grid you can drag them around. This way you can select the part of the photo you want to use. You should place the corners in such a way that they define the area that should be rectangular without the perspective. This is easiest done if you have some straight lines on the photo, like doors. In the figure below you can see which area I select in the photo.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp5.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* When you are ready with placing the grid and happy with the result you can click the Transform button as shown in the figure below.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp6.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* After some calculations you will be shown the final result for your texture. If you are not happy with the result, for example because it still has some perspective you can use undo (Ctrl-Z) to return to the original photo and apply the grid again. In the figure below you can see the final result for the photo I used.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As you can see the scale of the result may not be correct. The corrected image uses the same size as the original photo. Depending on the shape of the area you select this means that it can be stretched too much in horizontal or vertical direction. Of course this can be solved rather easy to resizing the image.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp7.jpg]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need to do, to use this simple tool. With this corrected photo you can then make your texture as you always did.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2775</id>
		<title>Photo perspective correction with the GIMP</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Photo_perspective_correction_with_the_GIMP&amp;diff=2775"/>
		<updated>2007-10-31T16:03:42Z</updated>

		<summary type="html">&lt;p&gt;MarkkuS: /* The steps involved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
When you are trying to make a photo real texture you probably know that the photo you want to use has never been taken from the front of the building. Often it has been taken at a certain angle, with the result that there is a certain amount of perspective in the photo. In this article I will describe how you can very easy remove this perspective with GIMP.&lt;br /&gt;
&lt;br /&gt;
==GIMP?==&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, what is GIMP? GIMP is a graphical program, just like PhotoShop and Paint Shop Pro. But the good part is that you can use GIMP for free. Yes, you read that correct GIMP is free, it is originally a Linux application, but there is also a version for Windows. You can read more about GIMP if you go to their [http://www.gimp.org website].&lt;br /&gt;
&lt;br /&gt;
If you want to get the Windows version right away you can best pay a visit to this [http://www2.arnes.si/\~{}sopjsimo/gimp/stable.html site].&lt;br /&gt;
&lt;br /&gt;
GIMP does contain almost all the features the other graphical programs have as well, but this tutorial will only deal with the transformation feature, that also allows you to correct perspective. I have never seen such a good tool, that is also that simple to use to remove perspective from a photo.&lt;br /&gt;
&lt;br /&gt;
==The steps involved==&lt;br /&gt;
&lt;br /&gt;
OK, here we go. For this example I will use a photo of the main hangar of Texel Airport I made when I visited the airfield. In figure below you can see how the original photo looks. As you can see there is too much perspective in the photo and it can not be used right away as the basis of a texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp1.jpg]]&lt;br /&gt;
&lt;br /&gt;
So, here are the steps you need to take to correct the perspective of such a photo with GIMP:&lt;br /&gt;
&lt;br /&gt;
* The first step is of course to open the photo, the figure above shows how it looks for the example photo.&lt;br /&gt;
&lt;br /&gt;
* The next step is to select the transformation tool of GIMP. (If you are using GIMP ver 2.2 or newer, you should select the &amp;quot;Perspective Tool&amp;quot;) This tool can be selected by clicking the last icon on the second row of icons, as you can see in figure below. This will give you the properties for the transformation tool as shown on the right side of the figure.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp2.jpg]] [[Image:gimp3.jpg]]&lt;br /&gt;
&lt;br /&gt;
* In that properties window you must make sure that you select perspective (Sorry for the screenshots that are in Dutch, but I have a Dutch version of Windows), otherwise you will end up rotating or scaling the photo. I would also suggest to set the other settings like showed in the figure, these seem to work best for me.&lt;br /&gt;
  &lt;br /&gt;
* When you now click on your image you will see that a grid appear, like shown in the figure below.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp4.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* If you click on any of the 4 corners of the grid you can drag them around. This way you can select the part of the photo you want to use. You should place the corners in such a way that they define the area that should be rectangular without the perspective. This is easiest done if you have some straight lines on the photo, like doors. In the figure below you can see which area I select in the photo.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp5.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* When you are ready with placing the grid and happy with the result you can click the Transform button as shown in the figure below.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp6.jpg]]&lt;br /&gt;
  &lt;br /&gt;
* After some calculations you will be shown the final result for your texture. If you are not happy with the result, for example because it still has some perspective you can use undo (Ctrl-Z) to return to the original photo and apply the grid again. In the figure below you can see the final result for the photo I used.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As you can see the scale of the result may not be correct. The corrected image uses the same size as the original photo. Depending on the shape of the area you select this means that it can be stretched too much in horizontal or vertical direction. Of course this can be solved rather easy to resizing the image.&lt;br /&gt;
&lt;br /&gt;
[[Image:gimp7.jpg]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need to do, to use this simple tool. With this corrected photo you can then make your texture as you always did.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>MarkkuS</name></author>
	</entry>
</feed>