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Step-By-Step Guide to Creating a Custom Airport Scenery in Msfs
Table of Contents
Introduction to Custom Airport Scenery in MSFS
Creating a custom airport scenery in Microsoft Flight Simulator (MSFS) transforms your virtual flying experience from generic to truly personalized. Whether you want to recreate your local hometown airport, build a fictional field for bush flying, or add details to a major hub that the default scenery lacks, the process is both rewarding and educational. This guide expands on the basics, diving into the technical workflow, best practices, and troubleshooting tips that benefit both beginners and experienced scenery developers.
By the end of this article, you will have a clear roadmap—from gathering reference materials to packaging your finished scenery for the community. We will cover planning, tools, layout design, 3D modeling, integration into the sim, and final testing. Along the way, you will learn how to avoid common pitfalls and ensure your airport performs well while looking authentic.
Planning Your Airport Scenery
Thorough planning saves hours of rework later. The first step is to select an airport and define the project scope. Ask yourself: Is this a small general aviation field with a single runway, or a complex international hub with multiple terminals, cargo aprons, and taxiway networks?
Gathering Reference Materials
High-quality reference materials are the foundation of accurate scenery. Use the following sources:
- Satellite imagery – Google Earth, Bing Maps, or the MSFS satellite layer for the most recent views.
- Airport diagrams – Official FAA or Jeppesen charts provide runway dimensions, taxiway identifiers, and apron layouts.
- Photographs – Images of terminal buildings, hangars, control towers, and ground markings from sites like JetPhotos or Airliners.net.
- Local maps – OpenStreetMap data can supplement details like road access and parking lot boundaries.
Organise your references in a project folder, labelling each image by its subject (e.g., runway_12_30_satellite.png, terminal_north_photo.jpg). This systematic approach makes it easy to cross-check later.
Deciding the Scope and Realism Level
Not every airport needs photorealistic 3D models of every light pole. Define a level of detail that matches your skill set and the airport’s importance. For a private strip, a correctly placed runway and a simple windsock may be enough. For a medium-sized regional airport, aim for custom terminal models, accurate taxiway signage, and parking gates. Large hubs may require LOD (level of detail) optimisation to prevent performance hits.
Consider also whether you will include seasonal variations, night lighting, and animated elements (jetways, ground vehicles). Each feature adds complexity but dramatically improves immersion.
Gathering Tools and Resources
The MSFS scenery creation ecosystem relies on several specialised tools. Below is a comprehensive list, including alternatives and their primary uses.
Airport Design Editor (ADE)
ADE is the standard tool for editing airport layouts in prepar3d FSX style, but it remains widely used for MSFS with some adaptations. It allows you to place runways, taxiways, aprons, parking spots, taxiway signs, and runway markings. The latest version (ADE 1.80+) supports exporting to MSFS project formats. You can download it from FSDeveloper.
Microsoft Flight Simulator SDK
The official MSFS Software Development Kit is mandatory for compiling scenery packages. It includes tools like “MSFS Package Tool,” “Egde Gap Tool,” and “BGL Compiler.” Install it via the MSFS Marketplace or Steam. The SDK documentation (available through the sim’s in-game help) explains XML formatting for custom placements and properties.
3D Modeling Software
Custom buildings, hangars, and jetways require 3D modelling. Blender is the most popular free option, with extensive community support for MSFS. For professionals, Autodesk 3ds Max (with the MSFS exporter plugin) provides advanced features. Export models in glTF or .glb format (the native format for MSFS). Ensure you use proper unit scaling (1 meter = 1 unit) and apply transformations before export.
Image Editing Software
Textures define the visual quality of your models. Use Photoshop (paid) or GIMP (free) to create diffuse, normal (bump), and roughness/metalness maps. High-resolution satellite photos can also be processed into ground textures for aprons and taxiways.
Additional Utilities
- ModelConverterX – convert legacy FSX/P3D models into MSFS-compatible formats.
- GPS Visualizer – helps align coordinates between reference images and the sim.
- Notepad++ or Visual Studio Code – for editing XML files inside your scenery package.
Creating the Airport Layout in ADE
With references in hand, open ADE and begin the layout. The process can be broken into several key stages.
Importing Background Imagery
Load a high-resolution satellite image as a background layer in ADE. Use the “Georeferenced Image” function (or manually align via geographic coordinates). This gives you a visual guide to trace runways and taxiways. Set the opacity to 30–50% so you can see your vector lines on top.
Drawing Runways and Taxiways
Create runways using the “Runway” tool. Enter exact dimensions from your charts: width, length, and surface type (asphalt, concrete, grass). Add accurate runway markings (threshold markings, centreline stripes, touchdown zone). For glass runways, you may need to adjust the markings manually in the “Runway Properties.”
Taxiways should follow centreline paths with appropriate widths (18m for small GA, 23m for airliners). Use the “Taxiway Polygon” tool to fill large apron areas. Connect taxiway segments to runways with “Taxiway Path” to ensure AI traffic can navigate correctly.
Adding Parking Spots and Gates
Place parking spots for aircraft using the “Parking” tool. Set the radius (for wingspan clearance), type (gate, ramp, tie-down), and airline codes if desired. For gate hot spots (pushback paths), add “Pushback Paths” that align with the centreline. This step is critical for AI traffic and live stream services like VATSIM.
Including Lighting and VASI
Runway edge lights, approach lights, VASI/PAPI systems, and taxiway edge lights are all placed in ADE under the “Lighting” menu. Use real-world lighting patterns from the airport’s FAA chart. For MSFS, many lighting objects are sim objects that you can assign via the “Placement” list.
Adding Custom 3D Models and Textures
Stock MSFS objects cover many airport structures, but custom models make your airport stand out.
Modeling Terminal Buildings and Hangars
Start with simple geometries: extruded rectangles for hangars, adding roof details, doors, and windows. Use reference photos to capture the building’s colour, signage, and roofline details. Export your Blender model as glTF/glb using the Blender2MSFS add-on that handles the correct material nodes and collision geometry.
Creating Jetways and Ground Vehicles
For animated jetways, you must model them in sections and set up bone animations in Blender. This is advanced; many creators prefer static jetway models or use existing in-sim jetway objects placed via XML. Ground vehicles (follow-me cars, fuel trucks, baggage carts) can be repurposed from freeware libraries if you lack time.
Texture Workflows
Use the PBR (Physically Based Rendering) texture pipeline in MSFS. Your main textures should include:
- Base colour (albedo) – the main colour map, saved as PNG or DXT5 DDS.
- Normal map – generated from height details, gives surface relief.
- Roughness map – controls how shiny a surface is (darker = rougher).
- Metalness map – indicates metallic areas (white for metal, black for non-metal).
Batch process your textures using tools like NVIDIA Texture Tools Exporter or Substance Painter.
Integrating Your Scenery into MSFS
After creating the layout and models, you must compile everything into a MSFS-compatible package.
Setting Up the Package Structure
Use the MSFS SDK’s “Project Editor” to create a new scenery project. Follow the required folder structure: PackageSources (containing your models, textures, and layout data), and an Output folder for the compiled package. Place your ADE-generated BGL file (the airport layout) inside PackageSources\scene.
Placing Custom Models via XML
Each custom 3D object needs an XML entry linking its model file to a position (latitude, longitude, altitude, rotation). You can generate these entries automatically using scenery object placement tools (e.g., ADE’s “Library Object” placement, or the SDK’s “Gizmo Tool”). Example snippet:
<SceneryObject lat="45.123" lon="-73.456" alt="123.4" pitch="0" bank="0" heading="45">
<LibraryObject name="\myhangar.glb" scale="1.0" />
</SceneryObject>
Compiling and Testing
Compile the package using the SDK. Load MSFS, navigate to your airport, and check for alignment errors. Common issues: models floating above the ground (adjust altitude in XML), wrong headings (rotate objects), or missing textures (ensure texture files are in texture subfolder and referenced correctly).
Optimising Performance and Quality
Custom scenery should not degrade your frame rate. Apply these optimisation techniques:
- LOD (Level of Detail) models – create multiple versions of complex objects (low, medium, high poly) and set distance thresholds in the model’s material settings.
- Texture resolution – use 2K textures for large buildings, 1K for small objects. Avoid 4K textures unless absolutely necessary.
- Baking shadows – for static objects, bake lighting into the texture to reduce real-time shadow calculations.
- Avoid overlapping objects – in ADE, ensure taxiway polygons do not overlap simulated ground polys (a known cause of flickering).
Night Lighting Integration
Add dynamic night lighting to your models using emission textures or MSFS effect files (fx) for floodlights and runway edge lights. In Blender, create a separate “emissive” material channel; in the SDK, place “billboard” lights at key locations like ramp areas.
Final Testing and Sharing
A rigorous testing phase ensures your scenery works under all conditions.
Functional Tests
- Fly multiple approaches and taxi paths to check alignment.
- Enable AI traffic and observe if aircraft park correctly and push back without collisions.
- Check night lighting: verify PAPI lights, runway edge lights, and building windows are visible.
- Test at different weather settings (fog, rain, snow) to ensure textures hold up.
Community Feedback
Upload a beta version to forums like Flightsim.to or the MSFS Forum’s “Screenshots and Videos” section. Ask testers to report issues with coordinates, missing objects, or performance drops. A second set of eyes catches details you miss.
Packaging for Release
Finalise your package by including a readme file (plain text or HTML) with credits, installation instructions, and known issues. Use the SDK’s package tool to create a single .zip file for distribution. Many developers also add a preview screenshot and a brief description in the community portal.
Include an ICAO code in the package title (e.g., “KLAX_Enhanced_Custom”). Ensure you have obtained permission if you included third-party models, textures, or ground imagery that is not your own.
Common Pitfalls and How to Avoid Them
Even experienced scenery designers encounter roadblocks. Here are typical issues:
- Elevation mismatches – the default MSFS terrain height may differ from your airport altitude. Use the SDK’s “Elevation Profile Tool” to flatten the ground around the airport. Place a flatten polygon in your ADE layout.
- Missing taxiway signs – ADE can auto-generate signs, but you must assign correct names (e.g., “A1” for exit). Double-check with real-world charts.
- Flickering ground textures – caused by overlapping polygons. Remove duplicate aprons or use the “Material” properties to set a lower priority layer.
- Modifications not showing in sim – clear the rolling cache (in MSFS options) before testing a new compile. Also ensure the scenery package is enabled in the content manager.
Conclusion
Building a custom airport scenery for MSFS is a multi-stage process that blends research, vector editing, 3D art, and technical integration. While the learning curve can be steep, the satisfaction of seeing your creation come to life—from the accurate runway markings to the lit terminal at dusk—makes every hour invested worthwhile.
Start with a simple project, such as a small airstrip near your home, before tackling a major airport. Use the community’s wealth of tutorials, share your progress, and never stop refining your techniques. Whether you become a regular uploader on Flightsim.to or keep your airports private, the skills you gain will deepen your understanding of flight simulation and inspire others. Happy building, and blue skies ahead!