Creating Airports In Fsx: A Comprehensive Guide

how to make an airport fsx

If you're looking to build an airport from scratch in FSX, there are a few different methods you can use. You can use ADE, Whisplacer, or ModelConvertorX to model and export each building separately. If you're modelling the airport as a whole, you can just use ModelConvertorX. If you're using ADE for taxiways, exporting the airport from ADE will do the trick. If you're doing ground polys for your taxiways, you can follow a ground poly tutorial. You can also use the in-game Object Placement Tool to make things easier.

Characteristics Values
Object placement Depends on which method of modelling and exporting you use
Modelling and exporting each building separately ADE, Whisplacer or ModelConvertorX
Modelling and exporting the airport as a whole ModelConvertorX
Taxiways ADE
Ground polys for taxiways Ground poly tutorial
In-game object placement tool Available
Sketchup Only free if you make freeware scenery
Sketchup Not possible to do lofting
P3D Terrain Curved earth, not flat

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Using the in-game Object Placement Tool

The in-game Object Placement Tool can be used to make an airport in FSX. The method of modelling and exporting you use will determine the object placement. If you model and export each building separately, you can use ADE, Whisplacer or ModelConvertorX. If you model and export the airport as a whole, you can just use ModelConvertorX.

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Using ADE, Whisplacer or ModelConvertorX

If you are modelling and exporting each building separately, you can use ADE, Whisplacer or ModelConvertorX. If you are modelling and exporting the airport as a whole, just use ModelConvertorX.

ADE is a tool for creating and editing airport scenery for Microsoft Flight Simulator. It can be used to create taxiways and runways, as well as to place objects such as buildings and terminals. If you are using ADE for taxiways, exporting the airport from ADE will do the job. If you are doing ground polys for your taxiways, the ground poly tutorial should explain it.

Whisplacer is a tool for placing objects in a flight simulator scenery. It can be used to place buildings, terminals, and other objects in the scenery.

ModelConvertorX is a tool for converting 3D models into formats that can be used in a flight simulator. It can be used to convert models of buildings, terminals, and other airport objects into the appropriate format. If you are using ModelConvertorX, you can follow the video tutorial to learn how it works.

In addition to these tools, you can also use the in-game Object Placement Tool in FSX to make airport creation even easier.

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Using Sketchup

If you're using Sketchup, it's worth noting that it's only free if you make freeware scenery. It's also not possible to do lofting, which makes it very hard to make taxilines and taxiway edges. If you begin with a small airport, you will find out some difficulties later. There are many chances to make a wrong decision, which cause a lot of work later. For example, you could place all your taxilights in Sketchup as 3D models, but when you import the model with all taxilights into Gmax, the centre of every taxilight is in the centre of the scenery.

If you're using Sketchup, you can model and export each building separately, then use ADE, Whisplacer or ModelConvertorX. If you model and export the airport as a whole, just use ModelConvertorX. If you are using ADE for taxiways, exporting the airport from ADE will do the job. If you are doing ground polys for your taxiways, the ground poly tutorial should explain it.

If you are using FSX, you can make this even easier with the in-game Object Placement Tool.

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Using P3D 3dsMax tools

When using P3D 3dsMax tools, it is important to note that the P3D Terrain is curved earth, so modelling in 3dsMax on a flat surface or even an imported mesh will not be accurate unless you apply a projection to the terrain to make it curved earth. This is a common mistake that can be avoided by taking the time to understand the tools and their specific requirements.

The P3D 3dsMax tools have a zBias setting that allows you to create layers for polygons within the model itself, eliminating the need for scasm. This feature enhances the functionality and flexibility of the tools, making it easier to create complex and detailed airport designs.

When it comes to object placement, the method you choose will depend on your modelling and exporting approach. If you model and export each building separately, you can utilise tools such as ADE, Whisplacer, or ModelConvertorX. On the other hand, if you model and export the entire airport as a whole, ModelConvertorX is the recommended option. Understanding these nuances is crucial for efficient and effective airport design.

Additionally, it is worth noting that when using P3D 3dsMax tools, you should be cautious when creating "ground polygons" with your custom runway. The zBias setting mentioned earlier allows for the creation of layers within the model, providing more control over the appearance and functionality of your airport design. By following these guidelines and leveraging the capabilities of P3D 3dsMax tools, you can create immersive and realistic airport environments in your FSX projects.

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Using Gmax

If you are using FSX, you can make this even easier with the in-game Object Placement Tool. Object placement depends on which method of modelling and exporting you use. If you model and export each building separately, you can use ADE, Whisplacer or ModelConvertorX. If you model and export the airport as a whole, just use ModelConvertorX. If you are using ADE for taxiways, exporting the airport from ADE will do the job. If you are doing ground polys for your taxiways, the ground poly tutorial should explain it.

You can also use Sketchup, but it is only free if you make freeware scenery. It is not possible to do lofting, which makes it very hard to make taxilines and taxiway edges. If you begin with a small airport, you will find out some difficulties later. There are many chances to make a wrong decision, which cause a lot of work later. For example, if you place all your taxilights in Sketchup as 3D-models, and then later have the idea to use effects together with the taxilights, when you import the model with all taxilights into Gmax, the centre of every taxilight will be in the centre of the scenery.

Frequently asked questions

ADE, Whisplacer, ModelConvertorX, Sketchup, and the in-game Object Placement Tool.

If you model and export each building separately then you can use ADE, Whisplacer or ModelConvertorX. If you model and export the airport as a whole then just use ModelConvertorX.

It is only free if you make freeware scenery and it is not possible to do lofting, which makes it very hard to make taxilines and taxiway edges.

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