Customizing P3d Airports: A Step-By-Step Guide To Modification

how to modify a p3d airport

Modifying a P3D airport can be a complex task, but with the right tools and knowledge, it is certainly achievable. P3D terrain is curved, so modelling a flat surface or importing a mesh will require applying a projection to match the terrain. This can be done using tools like ModelConverterX to adjust for the curvature of the Earth. Additionally, aerial imagery of the airport can be compiled into a .bgl file for reference in Prepar3D. When creating 3D objects, software like 3ds Max and Prepar3D SDK can be used, following steps such as assigning compatible materials, attaching unique identifiers, and exporting to specific file formats. Users can also adjust ground layouts using tools like Airport Design Editor (ADE) and substitute ground layouts with their own flat textured polygons.

Characteristics and Values of Modifying a P3D Airport

Characteristics Values
Terrain Not flat, curved earth
Modelling 3dsMax on a flat surface or imported mesh
Projection Apply to the terrain to make it curved
Aerial imagery Use for reference and compile to .bgl for use in Prepar3D
3D objects Create in 3ds Max
Ground layouts Alter using Airport Design Editor
Scenery files Can't usually change while Prepar3D.exe is running
Exclusions Rectangles Longstanding bug from FSX
Runway Set width using a ruler

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Modelling the airfield and runway

To model the airfield and runway, you can use the Airport Design Editor to alter ground layouts. This will help you visualise the layout of the runways, taxiways, and buildings, and how aircraft will move from parking spots to the runway. You can also use 3ds Max + Prepar3D SDK to create 3D objects.

When creating 3D objects, there are a few steps to follow:

  • Create a model in 3ds Max
  • Assign Prepar3D-compatible materials
  • Attach a unique identifier (GUID) and a human-readable name
  • Export to .X file
  • Compile the .X file into an MDL model file

It's important to note that P3D Terrain is curved, so modelling in 3ds Max on a flat surface or with an imported mesh will not be accurate unless you apply a projection to the terrain to make it curved. You can use ModelConverterX to adjust your model to account for the curvature of the Earth. Additionally, find aerial imagery of your airport for reference and ensure that it is projected correctly in 3ds Max, especially for long, large objects like runways.

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Using Airport Design Editor to alter ground layouts

The Airport Design Editor (ADE) tool can be used to alter ground layouts. It supports the placement of custom ground lines and polys, which can be moved, edited, or deleted. The ADE also allows you to create custom ground polygons or "ground polys" with your custom runway. However, it is important to note that P3D Terrain is not flat; it is curved. Therefore, modelling in 3dsMax on a flat surface or with an imported mesh will not be accurate unless you apply a projection to the terrain to make it curved.

To create 3D objects, you can follow these basic steps:

  • Create a model in 3ds Max.
  • Assign Prepar3D-compatible materials.
  • Attach a unique identifier (GUID) and a human-readable name.
  • Export to .X file.
  • Compile the .X file into an MDL model file.
  • Create an XML file that contains references to different model files and their placement.
  • Compile the XML file into a BGL file that contains both placement info and model data.
  • Copy the BGL file into the Prepar3D\Addon Scenery\Scenery folder.
  • Use ImageTool to convert texture files of your model into DDS files, preferably in any of the DXTn formats.
  • Save DDS files to Prepar3D\Addon Scenery\Texture folder.

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Creating 3D objects with 3ds Max and Prepar3D SDK

To get started, you need to set up the SDK's 3ds Max Tools for your specific version of 3ds Max modelling software. This process is outlined in the Setup article and tutorial provided by Prepar3D. The tutorial uses an oil rig model to teach the workflow for importing a 3ds Max model into Prepar3D. It is important to follow the steps carefully, including opening the model in 3ds Max, navigating to the open file dialog, and loading the model.

Once the model is loaded, you can begin creating your 3D objects. This involves modelling the object in 3ds Max, assigning Prepar3D-compatible materials, and attaching a unique identifier (GUID) and a human-readable name. After this, you can export the model to an .X file and then compile it into an MDL model file. It is important to ensure that the correct format is selected during the export process, as only the Prepar3D DirectX File (*.X) format will work.

Additionally, when exporting a 3ds Max model for use in Prepar3D, there are a few more steps to consider. Textures for the model should be converted to mip-maps using Imagetool and then converted to DDS files. These DDS files should be placed in the Add-on Scenery\Texture folder for them to appear in the simulation. If you plan to apply skinned animation to your model, ensure that a Prepar3D material is selected and that the Skinned Mesh box is checked in the enhanced parameters section.

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Adjusting for P3Dv5

When adjusting older third-party airports for P3Dv5, there are some key prerequisites and considerations to keep in mind. Firstly, while Prepar3D.exe is running, you usually cannot modify scenery files that are already in use. This is due to a longstanding bug inherited from FSX related to Exclusion Rectangles, which can result in some scenery elements being excluded.

To adjust your airports for P3Dv5, you can follow these general steps:

Method 1:

  • Ensure Prepar3D.exe is not running in the background.
  • Locate the scenery files you wish to modify.
  • Make the necessary changes to the scenery files, ensuring you have the required permissions to do so.
  • Save your changes and exit the file.
  • Restart Prepar3D.exe to see the changes reflected in the simulation.

Method 2:

  • While Prepar3D.exe is running, attempt to modify the scenery files.
  • If you encounter the bug related to Exclusion Rectangles, restart Prepar3D.exe and ensure it is not running in the background.
  • Make the necessary changes to the scenery files using a third-party tool or software that can handle the Exclusion Rectangles bug.
  • Save your changes and exit the file.
  • Restart Prepar3D.exe, and your modified scenery files should now be usable.

Additionally, when creating or modifying airports for P3D, it is important to remember that P3D Terrain is curved earth, not a flat surface. To ensure accuracy, apply a projection to the terrain in modelling software like 3dsMax to account for the curvature. You can also use tools like ModelConverterX to adjust your models to the curvature of the Earth. Find accurate aerial imagery of your desired airport and compile it into a .bgl file for use in Prepar3D.

Furthermore, when creating 3D objects for your airport, you can use 3ds Max and the Prepar3D SDK. Follow these steps:

  • Create your model in 3ds Max.
  • Assign Prepar3D-compatible materials to the model.
  • Attach a unique identifier (GUID) and a human-readable name to the model.
  • Export the model to an .X file.
  • Compile the .X file into an MDL model file, which can then be used in Prepar3D.

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Adding a new airport

To create a custom airport, you will need to use software to create your models. For example, Blender has an Addon that can be used to convert your model into the simulator. You can also use 3ds Max to create 3D objects, but you will need to apply a projection to the terrain to make it curved as P3D Terrain is not flat. You can then use Airport Design Editor (ADE) to alter ground layouts and create the airport reference point.

When you are creating your model, you will need to create unique identifiers (GUIDs) and human-readable names for your models. You can then export the model as an .X file and compile it into an MDL model file. You will also need to create an XML file and point out the models you want to include with ModelData, placing them with SceneryObject sections. Be sure to match the LibraryObject's name attribute to the GUID.

To add 3D night lighting to the airport, you can use ModelConverterX to easily add (spot)lights to your models.

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