Introduction

Custom scenery transforms X‑Plane from a generic simulation into a uniquely immersive world. Whether you want to recreate your home airport, add accurate landmarks, or build a fictional airport from scratch, creating and sharing custom scenery is one of the most rewarding activities in the flight‑sim community. This guide walks you through the entire process—from gathering the right tools to uploading your finished work for others to enjoy. By the end, you’ll have the confidence and know‑how to contribute your own creations to the vibrant X‑Plane ecosystem.

Getting Started with Custom Scenery

Understanding X‑Plane’s Scenery System

Before you open any editor, it helps to know how X‑Plane handles scenery. The simulator uses a tile‑based system: the world is divided into squares (DSF tiles), and each tile contains information about terrain elevations, orthophoto textures, roads, forests, airports, and objects. When you create custom scenery, you’re essentially overriding or augmenting the default tiles for a specific region. Your scenery pack sits in the Custom Scenery folder and loads on top of the global base mesh. This layered approach means you can modify small areas without affecting the rest of the world.

Tools You’ll Need

  • WED (World Editor) – The official tool from Laminar Research for designing airports and placing objects. Download it free from the X‑Plane Developer website.
  • A copy of X‑Plane (version 11 or 12) with the default global scenery installed. You’ll need it to test your work.
  • Optional but highly recommended: Image‑editing software such as Photoshop or GIMP (free) for creating custom textures and orthophoto overlays. Also, a 3D modelling tool like Blender if you plan to create custom objects.
  • Satellite imagery or reference maps – Google Maps, Bing Maps, or OpenStreetMap data can help you lay out runways, taxiways, and buildings accurately.

Installing and Configuring WED

Download the latest version of WED for your operating system. Installation is straightforward: unzip the folder and run the executable. The first time you open WED, it will ask for the location of your X‑Plane installation. Point it to the root folder so WED can read the default scenery libraries and airport data. If you plan to use custom objects, also install the X‑Plane 12 Object Library (or the version matching your sim) from the same download page.

Planning Your Scenery Project

Choosing a Location

Start small. Beginners often pick a familiar airport—perhaps a regional field near where you live. You can later expand to larger, more complex airports. If you’re creating scenery from scratch (not modifying an existing airport), you’ll need to decide on a latitude and longitude. Use X‑Plane’s built‑in map or online tools to find the exact coordinates of your target area.

Gathering Reference Materials

Accuracy makes all the difference. Collect the following before you start placing objects:

  • Satellite images of the airport and its surroundings. Use Google Maps or Bing Maps in “satellite” view and take screenshots at multiple zoom levels. WED can import a georeferenced image as a background layer.
  • Airport diagrams from sources like AirNav or official aeronautical charts. These show runway lengths, taxiway layouts, and apron areas.
  • Photographs of terminal buildings, hangars, and unique landmarks. If you can’t visit in person, search photo‑sharing sites or request help from local pilots on forums.
  • OpenStreetMap (OSM) data for roads, buildings, and land‑use polygons. OSM can be imported directly into WED to use as a reference or even to populate default buildings.

Creating the Scenery in World Editor

Basic Workflow

Open WED and create a new scenery pack (File > New Scenery Pack). Give it a descriptive name—for example, “KMYJ Mexico Memorial Airport.” WED will create a folder in your Custom Scenery directory. The editor workspace shows a 2D top‑down view of the world. Use the Move and Zoom tools to navigate to your target airport. If the airport already exists in the default database, WED will display its boundaries. You can either modify the existing layout or start from scratch by deleting the default objects.

Next, import your satellite reference image. WED supports georeferenced images in .png or .jpg format. Place the image as a Background Image object and align it with the runway coordinates. This visual guide will save you from guessing positions.

Placing Runways, Taxiways, and Aprons

  1. Use the Runway tool to draw a runway. Enter its length, width, and surface type (asphalt, concrete, grass). Align it precisely over the reference image.
  2. Add Taxiways using the Taxiway tool. Draw a polygonal path and assign a width (typically 75 ft or 23 m for light aircraft). Use different surface definitions for shoulders, markings, and lights as needed.
  3. Create Aprons (ramp areas) with the Apron tool. Define the surface material and any parking spots for aircraft. WED includes a library of ramp start objects that define where planes park.
  4. Add Pavement and Line objects for markings: runway hold‑short lines, edge lines, and centerlines. The line objects can be drawn freehand or snapped to existing taxiways.

Placing Buildings, Objects, and Vegetation

WED includes a vast library of default objects (the lib/ folder). Browse by category—Terminal, Hangar, Tower, Vehicles, etc.—and drag objects onto the apron. Position them with the Rotate and Move tools. For a realistic look, pay attention to orientation and scale. You can also import 3D models in .obj format (X‑Plane’s native object format) created in Blender or SketchUp. Place custom objects using the Import button.

Don’t forget the surroundings: add Forests for trees, String Lights for runway edge lights, and Roads for roads leading to the airport. The String tool allows you to place linear features like fences and power lines.

Advanced Modeling and Texturing (Optional)

If default objects don’t match your vision, create your own. Use Blender with the X‑Plane2Blender plugin to export models. Keep polygon counts low for performance. For textures, use 1024×1024 or 2048×2048 pixel images in PNG or DDS format. X‑Plane uses .png for most textures; DDS is recommended for large orthophoto tiles. Apply a Normal Map (a texture that simulates surface detail) to make objects look more realistic without extra geometry. Tools like AwesomeBump (free) can generate normal maps from diffuse textures.

Testing and Refining

Exporting and Loading in X‑Plane

In WED, go to File > Export Scenery Pack. This compiles all your data into a DSF file that X‑Plane reads. Launch X‑Plane and select an arrival or departure at your airport. Fly or taxi around to inspect every angle. Common issues to check:

  • Runway and taxiway surfaces align with the underlying terrain (no floating or buried sections).
  • Buildings are not intersecting each other or runway surfaces.
  • Light configurations work correctly (approach lights, edge lights, etc.).
  • Trees or objects do not block taxiways.

Debugging Common Problems

If an object appears “black” or missing, you may have a broken path in the object library. Check WED’s Validate tool (File > Validate Scenery Pack); it highlights missing assets or incorrect coordinates. For terrain issues, open X‑Plane’s log.txt file in the main folder and search for “scenery” or “error.” Another useful technique: temporarily remove your custom scenery pack and see if the default version displays correctly—this isolates your changes.

Performance Optimization

Good scenery should run smoothly. Keep these tips in mind:

  • Use Instance objects (repeating identical objects) instead of placing dozens of individual trees or lights. WED’s Forest tool automatically instantiates trees.
  • Limit the number of unique 3D models to what’s necessary; reuse objects where possible.
  • Avoid using very high‑resolution textures for large areas; 1024×1024 is sufficient for most buildings.
  • If you include orthophotos, tile them at zoom level 16–18 (depending on desired detail) and compress with DXT1 or DXT5 compression using a tool like GIMP DDS Plugin.

Sharing Your Scenery with the Community

Packaging for Distribution

Once you’re satisfied, create a clean folder structure inside your scenery pack. The standard layout includes:

  • Earth nav data/ – contains the DSF tiles and any overlay files.
  • objects/ – all custom .obj and .png files (if you made your own).
  • textures/ – additional textures (optional).
  • README.txt – include credits, installation instructions, and what version of X‑Plane you tested on.

Compress the entire scenery pack folder into a .zip archive. Name it clearly, e.g., “KMYJ_Mexico_Memorial_Airport_v1.zip”. Make sure the zip file preserves the folder structure so users can simply unzip into their Custom Scenery folder.

Uploading to Community Sites

The most popular platforms for sharing X‑Plane scenery are:

  • X‑Plane.org Download Manager – the largest library with thousands of freeware and payware items. You’ll need a forum account.
  • FlightSim.com – another long‑standing community with a dedicated X‑Plane section.
  • X‑Plane Gateway – primarily for uploading airport layouts that become part of the default sceneries (if Laminar Research accepts your submission). This is the most official channel and a great way to give back to the core sim.

Each site has its own upload form. Common requirements:

  • Title – Use the airport ICAO code and name, e.g., “KMYJ Mexico Memorial Airport v1.0”.
  • Description – Briefly describe what’s included (custom buildings, orthophotos, etc.), which X‑Plane version it’s for, and any special installation notes.
  • Screenshots – Include at least two or three high‑quality images. Show the airport from different angles, preferably in good weather and with shadows on. Resize images to 1920×1080 or smaller; use JPEG at 90% quality to keep file sizes reasonable.
  • File download – Attach your zip archive. Some sites compress further with their own system.

Creating a Good Description and Screenshots

A clear, friendly description attracts more downloads. Write in plain English: “This scenery adds a detailed rendition of Mexico Memorial Airport with custom‑built terminal, hangars, and accurate runway markings. Tested in X‑Plane 12.1.2. No third‑party libraries required.” If you used libraries (e.g., OpenSceneryX, MisterX), list them so users know what to install.

For screenshots, use X‑Plane’s built‑in screenshot key (Shift+Space) or a tool like Lightroom. Capture the main terminal, a runway approach view, and a night shot with lights. Avoid cluttered angles; a simple, clean shot is more appealing.

Conclusion

Creating and sharing custom scenery is one of the most gratifying aspects of the X‑Plane hobby. You start with a blank canvas (or a satellite image) and end with a living airport that others can fly into and explore. Every upload, whether it’s a simple grass strip or a major international hub, enriches the community. Don’t be afraid to iterate—post early versions, ask for feedback in the forums, and update your file. Over time, your skills will grow, and your scenery will become more polished. Now it’s your turn: launch WED, pick a location, and bring your vision to life. The skies are waiting.