Contact Us Search RSS Feeds SHOF Audio Welcome Message Tell a Friend Home
Scenery Hall of Fame    
dot
dot dot
dot
dot  
About Us
ATC Simulators
Carriers
Design
FAQ
Links
Members
Posters
RSS Feeds
Screen Savers
SHOF - Site Map
SHOF - Stores
Uploads
Tutorials

AFCAD:

How to “Harden” a surface in FS2004 an Illustrated Tutorial: 4/29/08

Have you ever been flying a Helicopter and spotted a building or ship upon which you wished to land but it’s surface would not support your craft and you ended up sinking out of sight? This Tutorial will show you how to easily “harden” such surfaces so you can land on them with confidence.
From: David "Opa" Marshall afc-hard.zip (2.520mb)

Tips and Tricks - an Illustrated Tutorial: 1/20/07

Although Lee Swordy's indispensable program includes very complete documentation, this tutorial illustrates several of the less obvious things you can do with the program. Topics include creating a quick flatten, decorating the edges of a runway, use of the polygon feature to enhance terrain adjacent to an airport, drawing "roads", creating invisible taxiways, moving or removing the Helicopter "H" and use of the "jump here" command. Even if you are an experienced user of AFCAD, you will likely find some useful ideas in this tutorial. Compiled in .doc and .pdf formats.
From: David "Opa" Marshall afcadtrt.zip (3.325mb)

Airport:

Creating an fs2000 scenery with the airport scenery design program I created this tutorial in html format to help those of you that want the beginning basics. the steps included will help you get started with your first scenery design for fs2000. of course you'll need to download and install the airport 2.60 upgrade listed above, along with the flatten switch tutorial also.
From: Ken Nelson fs2ksdt.zip (21kb)

Taking the little extra time to setup and add the Airport Program Background Image can make a BIG difference when it comes time to create your scenery area. This step by step easy to follow tutorial with screenshot pictures will help you do just that. The background image is simply a must for creating a great looking and detailed scenery area. After learning to do this, you'll never want to see that BLACK background ever again.
From: Ken Nelson bgscnsht.zip (670kb)

Scenery Design White paper for FS2000 and Airport 2.10 This (*.zip) html-document reflects the current state of knowledge about scenery design with APT2.10 for FS2000 as collected by the authors and by messages in the scenery design forum of flightsim.com. From: Martin Wright, Andreas Klisch, Ralf-J. Triebel. This is required reading for scenery creation in FS2000. sdw1.zip (1.83mb)

How to make taxiways with Airport 2.10:
taxiline.zip (4kb)

Airport & Scenery Designer:

Experienced designer Steve McClelland explains how he uses Airport & Scenery Designer (Abacus) for his FS2002 and CFS2 scenery design projects. To read/print/save this paper. ASD_FS2002.pdf (350kb)

DESGN2.TXT is a collective effort of many Microsoft Aircraft & Scenery Designer fans. Some of the tips were written specifically for this file while others were culled from messages in the CompuServe FSFORUM message forums. desgn2.zip (27kb)

How to make taxiways with Airport 2.10:
taxiline.zip (4kb)

Airport Design Editor (ADE):

Using Background Images Tutorial: 03/27/08

This tutorial will provide step-by-step instructions on how to use background images in ADE to add and modify elements at an existing stock FSX airport.
From: Bob Keeshan adeh_tutorial_3.zip (752kb)

Paths, Parking, and Aprons Tutorial: 03/13/08

This tutorial will provide step-by-step instructions on how to create and to modify paths, parking, and aprons at a stock airport. To follow along, you will first need to install Airport Design Editor Home Edition (ADE) by following the steps outlined in the Installation & Configuration Tutorial below. You should also have read through the ADE manual and be familiar with the various functions within ADE.
From: Bob Keeshan adeh_t2.zip (1.07mb)

Installing and Configuring Tutorial: 03/31/08

In this tutorial, you will learn how to properly install ADE Home / Pro Edition on your computer and how to configure it with your installation of the FSX Software Development Kit (SDK). Airport Design Editor will not work properly without the SDK. To obtain the SDK, you must purchase the Deluxe Edition of FSX because Microsoft does not make the SDK available via download. Once you purchase FSX Deluxe Edition, you will need to upgrade to the latest SDK version by visiting fsinsider.com
From: Bob Keeshan adeh_tutorial1.zip (672kb)

FS Design Studio:

Hangar Door Animation Tutorial: 06/08/06

This tutorial is an attempt to illustrate one design process for animating sliding hangar doors using FSDS v3. Unlike the doors that rotate into the overhead, as described in FSDS v2 tutorials, these are on tracks and slide horizontally to each side much like many of the older hangar doors were constructed. The tutorial will concentrate on the front wall, four doors and their animation. The construction of the rest of the hangar or building will be left to the reader.
From: Woody new_door_tutorial.zip (424kb)

This Tutorial is designed to assist those who are new to FSDS. Following this fully illustrated (*.doc) tutorial will enable you to construct a light pole from FSDS V2.11 that will cast a pool of light onto the ground within Microsoft Flight Simulator 20002.
From: Jeffrey Stanyer fsds_light_tutorial.zip (541kb)

FSE - Flight Simulator Enhancer: 04/14/05

This tutorial contains an illustrated, step by step guide in *.pdf format, on how to create FSE Cones and Gables Object Sets for LAGO's Flight Simulator Enhancer (FSE).
From: Steve Dunne fse_cones_and_gables_tutorial.zip (323kb)

FSLandClass:

We’re actively searching for helpful "how-to" documentation for this design utility. Can you help? If so please send e-mail to: tutorials@scenery.org

How to modify scenery with FSLandClass and developer packs - In this article I will describe how you can modify existing FS scenery to more accurately reflect your local area using a developer pack (note: developer packs used to be known as country packs).
From: Ray Hallock fslc_rh.zip (205kb)

How to use different landscape texture sets for different countries with FSLandClass
From: Gerard Salden texfslc.zip (37kb)

FSSC Flight Simulator Scenery Creator:

Gmax to API to FSSC tutorial
A lot of people are asking how to take their Gmax created objects and use them in Fssc. Here is a brief, step by step set of instructions on exactly how to.
From: Dave Fernekes gmaxapi_df.zip (3kb)

First-rate step by step illustrated tutorial for what is arguably the "best" Freeware scenery design program.
From: Frank Betts scenery_tutorial_html.zip (348kb)

FSX Planner:

The Basics Tutorial 11/3/07

Excerpt: "FSX planner is a graphical editing tool intended to allow its users to easily modify all aspects of an airport for use within Microsoft’s Flight Simulator X, both visible and invisible. The visible parts of an airport that can be modified include everything from the runways and taxiways to the taxiway signs and windsocks and scenery objects, as well as everything in between. The unseen parts of an airport that can be modified include everything from the airport services and fuel triggers to the communication frequencies and navigation information.".
From: zBlueSoftware, LLC basics.zip (69kb)

Opening BGL Tutorial 9/8/07

Excerpt: "FSX Planner works with XML files. You can either open an existing airport XML file, or you can decompile a BGL file into an XML file and use that as the starting point for your airport. If you decompile a BGL file you should then save it as an XML file and continue to use the XML file as the source code for your airport".
From: zBlueSoftware, LLC bgl.zip (110kb)

Compiling Your Airport to a BGL File Tutorial 9/27/07

Excerpt: "After you have finished creating or modifying an airport you will want to create a BGL file that the simulator can read and display. FSX Planner provides many options, all aimed at providing you with very fine control over what goes into your BGL file, as well as options to help you debug your airport".
From: zBlueSoftware, LLC compiling.zip (263kb)

Connecting to FSX Tutorial 11/3/07

Excerpt: "FSX Planner provides the user with three ways of connecting to FSX: local connection using auto port discovery; local connection where you specify the port; and remote connections. This guide will discuss each in turn.

The type of connection used is set up in the FSX Connection dialog, accessible by selecting SimConnect -> FSX Connection Status. This dialog lets you choose either of the three connection types and then test the connection.".
From: zBlueSoftware, LLC connecting.zip (253kb)

Creating and Editing Aprons Tutorial 9/8/07

Excerpt: "To create a new apron you select the apron editing tool from the toolbar. Once this tool is selected, you left click once at the location you'd like to place each vertex of the apron. The apron is draw in real time as you place each vertex. To finish your apron, you should double click when placing the last vertex. You will know that the apron is finished because the last vertex will become selected, thereby highlighting it and placing it latitude and longitude in the Vertex Position text fields in the Apron Data display".
From: zBlueSoftware, LLC aprons.zip (206kb)

Creating and Editing Taxiways Tutorial 9/8/07

Excerpt: "FSX Planner provides you with several ways to create and edit taxiways. You can create a brand new taxiway by first creating two taxiway points and then joining them together; you can create a taxiway which will automatically create the taxiway points at each end; or you can use existing taxiways or taxiway points as anchors for your new taxiway".
From: zBlueSoftware, LLC taxiways.zip (346kb)

Creating and Editing Taxiway Signs Tutorial 9/8/07

Excerpt: "To create a new taxiway sign you select the taxiway sign editing tool from the toolbar. Once the tool is selected, you click at the point where you want the taxiway sign to appear. A taxiway sign is displayed in FSX Planner as a yellow rectangle with an extra line on the side containing the sign's text".
From: zBlueSoftware, LLC taxiwaySigns.zip (187kb)

Creating and Editing Fences Tutorial 11/3/07

Excerpt: "FSX Planner provides you with tools to easily create and edit boundary fences and blast fences.

To create a new fence you select either the boundary fence or blast fence editing tool from the toolbar. Once this tool is selected, you left click once at the location you'd like to place each vertex of the fence. The fence is draw in real time as you place each vertex. To finish your fence, you should double click when placing the last vertex. You will know that the fence is finished because the last vertex will become selected, thereby highlighting it and placing it latitude and longitude in the Vertex Position text fields in the Fence Data display.".
From: zBlueSoftware, LLC fences.zip (276kb)

Creating Fully Functional Fueling Locations Tutorial 9/27/07

Excerpt: "There are two ways to refuel your plane in FSX. You can either call a fuel truck, or stop your plane within the limits of a fuel trigger. A fuel trigger is invisible within FSX, but is usually placed in conjunction with a fuel parking space, which usually has a fuel scenery object adjacent to it. This how-to-guide will discuss creating a refueling point through the use of a fuel trigger".
From: zBlueSoftware, LLC fuelTriggers.zip (205kb)

Working with Background Images Tutorial 9/8/07

Excerpt: "FSX Planner allows you to work with up to four background images simultaneously. The purpose of background images in FSX Planner is to help with accurate placement of airport objects by displaying an image from a source such as Google Earth within FSX Planner. This image can be displayed either above or below the airport diagram, allowing you to choose the option that works best for your purposes. Note that the background image is not imported into flight simulator. It is used only within FSX Planner".
From: zBlueSoftware, LLC background.zip (242kb)

GMAX:

Note: we offer a wide selection of 3d modeling publications to appeal to the artist in you, including volumes on; gmax, 3ds max, modeling, artwork, texturing & painting, figure drawing, lighting & rendering, and Photoshop artistry - please visit the Book & Software Store at the SHOF.

Setting your background in Gmax or 3ds Max Tutorial 2/15/08
Setting backgrounds in Max is not all that difficult once you figure it out. The hard part is figuring it out. The key is, like most efforts, getting off on the right foot. Attention to detail at the beginning will go a long way towards helping in the end. The way I demonstrate here is by far, not the only way of doing this. It is, I believe, the simplest, while at the same time leaves you with the most accuracy and flexibility.
From: Kevin Ryan maxboxtu.zip (1.6mb)

Designing a simple building in GMAX Tutorial 11/3/07
Updated for FS2004 and FSX - The original tutorial was pretty much all there was back when GMAX was the next new thing. Nowadays there are a huge amount of GMAX resources available on the web, and Microsoft even contributed their own tutorial for FS2004, but the demand for this Godzone tutorial has refused to go away. I've therefore updated and expanded it for FS2004 and FSX.
From: Robin Corn building.zip (1.5mb)

GMAX 3D model tutorial(s) 10/07/05
Following is a multipart illustrated tutorial that will show you in easy to follow steps, how to create 3D models (FedEx truck) in gmax and how to export them to FS2004. In tutorial #1, 2, 3 and 4 you will create a truck with transparent windows. In the GMAX transparency tutorial (below) you will learn how to make semitransparent objects such as trees.
From: Seev Kahn gmax_3d_model.zip (739kb)

GMAX Flag Animation Tutorial 10/27/07
The purpose of this tutorial is to give an idea of the principals and the process of creating the animations. It is not intended to provide information on the creation of 3d objects. It is deemed that the reader is capable of using 3d creation software such as 3ds max and Gmax and have experience of importing scenery objects into FSX. 3ds max 7 was used to create the authors FSX scenery and this animation tutorial. I believe that the Gmax process should be similar.
From: Serdar Nuzhet flag_animation_tutorial.zip (1.2mb)

GMAX How to create a PAPI-4 approach lighting system tutorial 08/19/07
A comprehensive, step by step *.pdf tutorial written with the authors understanding of the proper steps to create a working approach lighting system. The author makes no guarantees that this is the best way to make these lights, especially in regards to the GMAX modeling, exporting and tweaking of the file, and final placement for use in Flight Simulator.
From: Andy Reichenbach PAPI-4_Tutorial.zip (695kb)

GMAX texturing tutorial 06/08/06
A comprehensive, step by step *.WMV (Windows Media Video) tutorial that proves the old adage correct. "A picture IS worth a thousand words". This is NOT for people who already have a handle on texturing in Gmax, but is designed for newbies who haven't quite put all the pieces together yet.
From: Bill Womack simple_building_texturing.zip (4.57mb)

GMAX Levels of Detail (LODs) 05/29/06
There are two very different concepts called LODs within the simulator. One is the method used to map the surface of the Earth into squares, each LOD halving each side of the previous square LOD for the next 'level of detail'. Here I'm talking about the other one:) Like many of my tutorials, this is less of a step-by-step format, and more of a discussion.
From: Robin Corn gmax_lods_tutorial.zip (176kb)

GMAX installation tutorial 10/07/05
will show you how to download and install the gmax program (plus additional needed files), so you can make and export 3D objects into FS2004.
From: Seev Kahn gmax_install.zip (136kb)

GMAX 3D model tutorial(s) 10/07/05
Following is a multipart illustrated tutorial that will show you in easy to follow steps, how to create 3D models (FedEx truck) in gmax and how to export them to FS2004. In tutorial #1, 2, 3 and 4 you will create a truck with transparent windows. In the GMAX transparency tutorial (below) you will learn how to make semitransparent objects such as trees.
From: Seev Kahn gmax_3d_model.zip (739kb)

GMAX transparency tutorial 10/07/05
for making plain objects, such as antennas, trees, etc. where part of the object is seen and part transparent. A basic knowledge of gmax is needed.
From: Seev Kahn gmax_transparency.zip (447kb)

GMAX no-crash tutorial 10/07/05
is for advanced users. It will show you how to make your model “non-crash sensitive” in FS2004. I prepared the tutorial with the help of Stephen Legg http://www.fs9world.co.uk who explained to me how to use the “Max Script” and “No Crash” functions.
From: Seev Kahn gmax_no_crash.zip (172kb)

Introduction to GMAX Update
GMAX was offered as the one great tool for designers, but there are a number of stumbling blocks. Many of these are to do with how GMAX came about, and how it interacts with the simulator. Once we understand some of these things then we can better understand how to make the best use of GMAX.
From: Robin Corn gmax_intro.zip (77kb)

Building an airport -- using GMAX Update
GMAX is the black sheep of Flight Simulator design tools - it has a great pedigree, very powerful tools, and it is ostensibly free, but many designers stick with older tools. Partly this is because of the power of GMAX - with it comes a price, with a lot of features to come to terms with. Partly it is Microsoft's rather strange marketing method - supplying the GMAX exporter only as part of the Professional version of FS2002, and not at all with FS2004! This will change with the release of the appropriate SDKs, I promise, but in the meantime GMAX scenery design is a bit of a mess.
From: Robin Corn creating_airport_gmax.zip (534kb)

Other aspects of airport design Update

In the previous tutorials (above) we began to build our own airport. We looked at the steps required to familiarize ourselves with the subject airport, how to take good quality photographs for textures, and how to decide on what features of our airport should be modeled and what can be left out.
From: Robin Corn aspects_of_airport_design.zip (601kb)

GMAX FS2004 SDK introduction Update
To ease users into the new SDK, which changes the way in which the exporter works, here are a few tips and suggestions.
From: Robin Corn gmax_sdk_04.zip (73kb)

Designing an airport FS2004 SDK tools Update
The release of FS2002 came with a firm warning from Microsoft -- although most old modeling techniques were still supported, designers would need to learn and use the newer techniques if they wanted fast, efficient scenery. Many designers have learnt the hard way that simmers want optimized, modern airports and scenery. In an attempt to match the high level of detail in Microsoft's 'feature' airports, they've not been able to match the fluidity of these highly optimized airports.

Microsoft's main design tool of choice was GMAX. Many designers had a huge commitment of time and resources to previous design tools, so were reluctant to change. Others were waiting for some real information and resources to show up, which took quite a while.

Now, with the release of FS2004, GMAX has come of age, and Microsoft have reaffirmed their commitment to it. Here's a quick comparison between the 'old' way and the GMAX way. The basic work flow is similar, but the way in which designers have to deal with it has changed.
From: Robin Corn newtools.zip (361kb)

Managing Library Objects Update
Here are a few tips and tools to manage the default library, as this makes scenery design so much easier provided you can find the default library objects quickly!
From: Robin Corn library_objects.zip (73kb)

Creating a collection of vehicles for your airport's car park Update
This is one area which can truly benefit from the creation of a library of objects which you can reuse, share and add to over time.

This is the sort of thing which adds the finishing touches to a quality airport. A stable of realistic, photographic-quality, low polygon vehicles is easy enough to create, without too much time and confusion.
From: Robin Corn carpark.zip (233kb)

Two indispensable tools for preparing photographs for flightsim textures 02/09/06
The secret of great-looking photo-quality building textures is preparation. With a reasonable digital camera we can take all the pictures we want, but that's only the start. Converting the photos into textures requires a lot of work, so anything which can make this quicker and easier is very welcome..
From: Robin Corn ImageAlignPRO.zip (231kb)

Gmax xml to bgl tutorial
A short innovative "Flash" tutorial in 'Viewlet' format that shows you how to take the xml file that is produced by GMAX and convert it into a bgl file for placement in FS2004.
From: Todd Lucas xml_to_bgl.zip (4.1mb)

TagTool version 1.0.1
This MaxScript was coded as an aid to help FS aircraft and scenery designers quickly change names on objects in a gmax scene. The tool contains all of the MakeMDL SDK naming conventions used in FS2002 and FS2004.
TagTool is compatible with: Gmax 1.0, Gmax 1.1, Gmax 1.2, 3DMax 4.2, 3DMax 5.0 and 5.1
From: FSEdge fs_tagtool.zip (10kb)

Making transparent objects using an alpha channel:
There are two different ways to create a transparent object for use in the flight simulator. First, we can use the Opacity setting within GMAX, which allows us to create a Material -- either a colour or a texture...
From: Robin Corn transob.zip (105kb)

This is a compilation of Gmax tips from the Netherlands 2000 Scenery Design Team. Including, Installation and setup tips, BGLC tweaking and Gmax tutorials.
From: Arno Gerretsen gmax_tips_2.zip (6kb)

Gmax and transparent materials. This tutorial shows how to add transparent material to an object in Gmax. Very useful for creating glass or the high speed prop blur.
From: Bruce Edge gmax_trans_mtl+zip (1.19mb)

Autogen Software Design Kit (SDK):
Part II Tips and ideas on adding autogen scenery.
From: Robin Corn autogen_software_design_kit.zip (176kb)

Beginning a project:
choosing design methods.
From: Robin Corn beginning_a_project.zip (72kb)

Building a city: I
a discussion on how to go about designing a complex scenery project.
From: Robin Corn building_a_city.zip (185kb)

Building a city: II
a discussion on how to go about designing a complex scenery project. Part II. (after a couple of SDK releases!)
From: Robin Corn building_a_city_II.zip (130kb)

Creating a more complex building:
This tutorial is less of a step-by-step, and more of a series of ideas, tips and techniques which you can use to get started with your own buildings. It covers some things which you normally wouldn't consider until you run into a problem -- such as obtaining building specifications and plans. These are problems which I have run into, and had to overcome.
From: Robin Corn creating_a_more_complex_building.zip (207kb)

Creating Night Textures:
From: Robin Corn creating_night_textures.zip (79kb)

Designing a simple building: Update
This tutorial is designed to introduce basic scenery design, texturing and placement into Flight Simulator 2002+. This assumes only a limited knowledge of GMAX, but does assume that GMAX is installed correctly!
From: Robin Corn simplebuilding.zip (197kb)

GMAX Tips:
From: Robin Corn GMAX_tips.zip (33kb)

Installing GMAX:
From: Robin Corn installing_GMAX.zip (29kb)

Preparing graphics for use in GMAX:
Creating textures for use within GMAX in part art, part science. You do need a good imaging software tool though, so if you are contemplating starting a design project, now is the time to choose an imaging tool. There are a million other uses for these tools, so don't be put off by the cost of some of these packages -- they will all open up a whole new world of graphic marvels!
From: Robin Corn preparing_graphics_GMAX.zip (105kb)

Christchurch Square and central business district (scenery) - an example of designing for FS2002 using GMAX:
This is the result - albeit only partly complete - of the topics covered in the GMAX scenery tutorials to date. The techniques used here are new to FS2002, and replace many of the old macro-based scenery design which was developed for use in FS2000. GMAX objects, combined with autogen buildings and trees, give more effective frame-rates, and a more fitting design 'look'. Screen shots enclosed, with a link provided to download the scenery in question.
From: Robin Corn christchurch_square_gmax.zip (223kb)

Don't forget to visit our MS FS SDK Index for further GMAX information. See link this page upper right hand top.

Land Class: 11/02/06

FS2004 Easy Land Classification Editing Tutorial:

You will learn here in a very easy way how to modify the area you fly over and give it the most realistic look without using photo realistic textures. There are plenty of Land Classifications available in MS Flight Simulator. With this workshop it is really easy to determine how the specific look of an area should be and to modify the area of your choice.

This document explains the basic concepts behind the land class system, and the very easy-to-use tools with which to fix this. This is also one of the first tutorials to utilize the GoogleEarth® program.

This is an *pdf document for universal compatibility.
From: Gerhard Scheuerecker alias flying_eddie landclass_easy_editing_tutorial.zip (12.0mb)

FS2004 Simple Instructions for Modifying Land Class:

Land classification, or land class (NOT "landclass"), is how Flight Simulator depicts the ground textures. For much of the FS world, the ground is not representative of the real thing, however. There have been complaints because of this from those who do not understand the cause of the problem.

This document explains the basic concepts behind the land class system, why it is inevitably inaccurate for most of the world, and the very easy-to-use tools with which to fix this.

Also includes instructions for modifying water class. This is an html document for universal compatibility.
From: Luis Féliz-Tirado mod_lc.zip (2.2mb)

Rwy12 Object Placer:

RWY12 Object Placer v1.2 program and libraries installation: 11/03/05

Compiled in .pdf format this handbook will guide you in the proper installation and set-up of your program.
From: From Israel Roth, Seev Kahn and the RWY12 team. installation_v1.2.zip (432kb)

RWY12 Object Placer v1.2 tutorial: 11/03/05

Compiled in .pdf format this step by step, illustrated instruction manual will explain how to: create, edit, place and share your scenery.
From: From Israel Roth, Seev Kahn and the RWY12 team. rwy12_v1.2_tutorial.zip (1.8mb)

An Open Letter from the creators of the RWY12 Object Placer program to all scenery designers: 07/06/05

Compiled in.doc and .pdf formats are some important suggestions which we believe will help help make your creations more accessible to a wider group of users.
From: From Israel Roth, Seev Kahn and the RWY12 team. rwy12_-_open_letter.zip (20kb)

Frequently Asked Questions and Answers!: Update 11/03/05

This supplements the RWY12 Tutorial v1.2, which comes with the program. The document includes easy to understand, step-by-step procedures for installation, program setup, common problems, FAQ's and installing additional (new) library files.
Contributors: Gary Mills, Charles "Ebenezer" McMillan, Israel Roth and Seev Kahn.
From: David “Opa” Marshall rwy12_object_placer_faq.zip (386kb)

Putting together a scenery package using Rwy12 Object Placer:

Suggestions on how to assemble a scenery package for distribution to the FS community.
From: David “Opa” Marshall rwy12_tut_3.zip (27kb)

Adding Jetways using Rwy12 Object Placer:

This all-inclusive, illustrated tutorial covers the "how to" of adding boarding gates to your (home-town) airport.
From: David “Opa” Marshall rwy12_tut_2.zip (403kb)

Converting GMAX files to work with Rwy12 Object Placer:

This comprehensive, illustrated tutorial covers the following areas of interest:
· Exporting objects from Gmax
· Creating a library BGL
· Making the RWY12 files
· Placing in FS9
From: Stephen Legg rwy12_tutorial.zip (857kb)

How to create and upload a new Rwy12 Object Placer v1.2 library: Update 11/03/05

From: Seev Kahn & Israel Roth Rwy12_Create_library_tutorial.zip (411kb)

SBuilder:

FSX Tutorial: SBuilderX Walk Through 1/11/08

Excerpt: "I use SBuilderX to change the Airport Background Masking on some airports which show a sand type background instead of grass. I would suggest and recommend at this point that one should get the SBuilderX_FSX_Tutorial_V1.zip and read it a few times to get the feel of what the program does and in this way it is easier to understand the particular function above which I will try to outline in my simple terms which is what I use as a guide for myself when I forget what I read in the Tutorial mentioned above".
From: Toni O'Kelly SBuilderX_Walk_Through.zip (4kb)

FSX Tutorial: Make Photo-Real Ground Textures: 11/18/07

It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets!. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.
From: Luis Féliz-Tirado make_photo-real_ground_textures_in_fs_x.zip (2.14mb)

FSX Tutorial: introduction to SBuilderX: 07/2/07

This is a tutorial for using the scenery design tool, SBuilderX v3.10, by Luis Sa of ptsim.com. The tutorial can serve as an introduction to SBuilderX, but emphasizes using it to modify or correct airport terrain. This tutorial is a follow-on to "Airport Terrain Modification" listed below, which was based on SBuilder v2.05 for FS9
From: Scott Smart sbuilderx_fsx_tutorial_v1.zip (4.54mb)

FSX Tutorial: Terrain Design for Flight Simulator X: 04/13/07

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
From: Luis Féliz-Tirado terrain_design_for_flight_simulator_x.zip (3.63mb)

Tutorial: The "Unified Theory" of the SBuilder install: 05/21/06

or, how to install SBuilder 2.05 Rev 6 for those that are not lucky enough to get it to install the first time and need a more pedantic install tutorial.
From: Jay Langham installing_sbuilder.zip (37kb)

Tutorial: Airport Terrain Modification: 03/24/06

A tutorial for modifying FS2004 (FS9) airport terrain using Luis Sa's Sbuilder 2.05. It is intended for designers or users who have created new or modified airport AFCAD files, and have found hills and/or trees and buildings in their airport layouts.
From: Scott Smart airport_terrain_tutorial_v1.zip (1.1mb)

Tutorial: Adding Library Objects: 01/01/06

The Fifth Tutorial using Sbuilder. This one looks at how to make FS9 library objects available in Sbuilder so that you can add them to your scenery. It uses an EZ-Scenery library as an example but the information is relevant to any FS9 library. I also cover adding thumbnails of Fs9 library objects so that you can preview the objects before adding them to your scenery.
From: Jon Masterson add_lib_objects.zip (1.5mb)

Tutorial: Placing 3d Objects: 12/18/05

This is the fourth Tutorial in my series on using Sbuilder to design airport scenery. In this one I look at adding objects such as buildings, trees and vehicles to your scenery. I cover how Sbuilder displays information about, and categorizes objects. I show how to use FS default library objects, API macros and RWY12 objects to populate the airfield.
From: Jon Masterson objects_tutorial.zip (1.5mb)

Tutorial: Working with Textured Polygons: 12/18/05

The third Tutorial using Sbuilder. This one looks at using Textured Polygons to create airport ground features. It uses the project file created in the first tutorial as the basis and replaces the land class runways and airfield with ones made using textured polys. I also cover flattens and a bit about creating slopes.
From: Jon Masterson textured_polys.zip (1.4mb)

Tutorial: Modify Landclass and Add Roads: 12/18/05

This is a follow up to my Tutorial on using SBuilder and AFCAD2 to regress an Airfield to an earlier time. It builds on from that tutorial and describes adding modified landclass around the airfield and adding an access road using VTP2 lines. Whilst this tutorial was designed as part of a series on creating earlier age airfields the techniques in both should be of interest and use in the modern era if you are developing, or wish to develop, scenery using SBuilder.
From: Jon Masterson land_and_lines.zip (1.9mb)

Tutorial: Regressing Airports to the 1930s: 12/18/05

This is a description of my personal approach to laying out a Golden Age Airfield. I use AFCAD2 and SBuilder. Although the tutorial is not specifically about SBuilder I do try and share some of my experience of using it and point out some of the traps for the newcomer.
From: Jon Masterson airfield_regression.zip (3.5mb)

SCASM:

SCASM Tutorial - 3D API Objects:

This suburb paper provides an insight into the structure and mechanism of 3D-objects. Especially for newbies, but not only for those, the original SCASM documentation is sometimes cryptic to read and difficult to understand. We hope, this will change after having read this detailed document.
From: mat@combatflight.de scasm_tut_3d_ob.zip (712kb)

This is a compilation of SCASM tips from the Netherlands 2000 Scenery Design Team. Including, effect placement with SCASM, DotLine, Bumpy taxiways and IfVis.
From: Arno Gerretsen scasm_tips.zip (3kb)

Manually Compiling a scenery.bgl This process is needed in times that we want to tweak the scasm source code file manually to add options to the scenery.bgl that are not supported by the scenery designing program. This tutorial will show you just how super easy it is to compile with SCASM.exe using the MS DOS Prompt directly from the hard drive.
From: Ken Nelson mcompile.zip (125kb)

TerraBuilder:

PRO: 6/15/05

This illustrated TerraBuilder GMAX MESH MODULE Tutorial covers, in a step by step manner, complete instructions, (together with operable support links) for the new TerraBuilder Pro, including: GMAX Setup, TerraBuilder Setup and the following comprehensive topography design process tutorial, "Designing topography mesh in GMAX using TerraBuilder's GMAX Mesh Module" and "Processing the exported file in TerraBuilder".
From: Misho Katulic phototerrain_tutorial.zip (26kb)

Lite & PRO:

This Macromedia Flash tutorial splendidly covers, in a step by step manner, complete instructions, (together with operable links) for both TerraBuilder Lite & Pro versions, including: "Support Application Setup", TerraBuilder Setup and a comprehensive tutorial, which takes you from start to finish in creating your first "Photo Realistic Scenery". This Flash example, is in my opinion, the future of self-study guides.
From: Misho Katulic phototerrain_tutorial.zip (518kb)

A growing series of comprehensive lessons are planned from TerraBuilder.

Miscellaneous:

Beginner's Guide to Scenery Design English Version Updated: 03/19/06
This dynamic document is a collaborative effort of the members of the AvSim Scenery Design forum:

Scenery design for Microsoft Flight Simulator can seem complex, even bewildering, to beginners. Concepts and terms are vaguely understood, if at all, and it is difficult to choose the right tools for each task. This comprehensive (.html) document seeks to provide some guidance for those who are starting out.

This is a "must-read" for anyone interested in scenery design, the single most comprehensive guide of its type today!
From: Luis Féliz-Tirado bgtsDesign.zip (273kb)

Now available in French Translation French and Portuguese Translation Portuguese Updated: 09/02/06 translations.

Now available in a .pdf version. 04/22/06
From: Bob Brown bgtsDesignpdf.zip (204kb)

FSX Illustrated Guide to Extrusion Bridges:  1/11/08
Flight Simulator X introduces a new method for adding generic bridges. This document explains the concepts and methods for creating extrusion bridges in your projects Very sorry - no support of any kind is offered.
From: Luis Féliz-Tirado illustrated_guide_to_extrusion_bridges.zip (3.28mb)

FSX Using the Autogen Annotator:  8/02/07
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. No support of any kind is offered. Questions?, please post in the Avsim Scenery Design Forum.
From: Luis Féliz-Tirado using_the_autogen_annotator.zip (8.2mb)

FSX Make Scenery with the Object Placement Tool:
 1/15/07
The Deluxe version of Flight Simulator X contains a very easy-to-use tool for placing scenery objects visually within the game. Unfortunately, the Microsoft developers neglected to tell anybody. This document contains an illustrated explanation of this tool and how to use it.
From: Luis Féliz-Tirado object_placement_tool.zip (674kb)

FSX Land Class Values to Texture Set Reference:  11/22/06
Nicely executed Excel
® spreadsheet provides a simple and easy means to determine which texture sets belong to which land class values. Eliminates the mind-numbing and time consuming searching, associated with the trail and error approach to looking through the world\texture folder. The catalog .xls file requires Excel®.
From: Luis Féliz-Tirado fsx_lc_tex_ref.zip (16kb)

FSX Land Class Catalog and Visual Reference:  11/02/06
This package contains an "evolving" version of my FSX land class catalog and visual reference. Its main purpose is to help with converting FS2004 land class files to the FSX system and to guide new projects in terms of class selection. The catalog .xls file requires Excel
®.
From: Holger Sandmann hs_fsx_land_class_table.zip (16.0mb)

FS2004 Add Animated Wakes to Static Ships Tutorial:  6/16/07
Bring your static ships to life by creating the illusion they are moving - not dead in the water. The tutorial will show you, step by step, how to easily add animated wake effects to the default FS2004 ships as well as any ships you may add to scenery using one of the popular object placing programs. No programming knowledge is needed and all required files are included. Compiled in .doc and .pdf formats for your flying enjoyment.
From: David "Opa" Marshall weffect.zip (1.6mb)

FS2004 Easy Terrain Editing Tutorial:  11/02/06
This tutorial will show you a short and easy way to modify the terrain to get a more realistic look in MS Flight Simulator 2002 and 2004. The area with this workshop is the island Ibiza in the West Mediterranean Sea with its small neighbor island Formentera. The modifications are based on the Shuttle Radar Topography Mission (SRTM) data products, available for download. Everything needed is explained here, step by step and kept as simple as possible.
From: Gerhard Scheuerecker alias flying_eddie easy_terrain_editing_tutorial.zip (1.18mb)

FS2004 Creating (Almost) Static Aircraft:  05/06/06
A *.doc / *.pdf guide to creating (almost) static aircraft in FS2004. Using this guide will allow any FS2004 aircraft which is suitable for AI use to become an (almost) static object. Requires Lee Swordy's Traffic Tools 2.02 and AFCAD 2.21. A working knowledge of these two programs is strongly suggested.
From: Patrick Finch fs9stat.zip (3.34mb)

FS2004 Scenery Object Placement:  05/06/06
A *.doc guide on how to place an (almost) static vehicle in this example a jeep in front of the Barn at Eagle Field 7KS9. This guide is based on Patrick Finch's tutorial above. Requires Lee Swordy's Traffic Tools 2.02 and AFCAD 2.21.
From: Mike Basford jeeptut2.zip (770kb)

FS2004 Scenery Object Tutorials:  04/08/06
This set of tutorials deals with placing API and MDL objects, creating LibraryObject (LibObj) files for certain API objects, and creating Exclude and Flatten zones.

There are six tutorials listed in the main file;

Placing 3rd Party API Objects
Creating an API Library Objects File
Creating an Exclusion Zone
Placing API Objects from a Library Objects File
Placing MDL Objects from a Library Objects File
Creating a Flatten Zone

These tutorials are possible only because Jeff Stanyer (vic-sim and RSend Software) took months mentoring me through the process, passing on the knowledge he gained from Arno Gerretsen, Luis Sa, and many others. For some reason, certain designers treat this information as "classified" and are reluctant to freely share it. It's not privileged or restricted information, and there is no reason all designers shouldn't have access to it.

Special recognition is due Derek Leung and Steve Greenwood for their labor and skill in creating FSSC and FSTflatten (respectively). It is their hard work that has permitted the tutorials on placing 3rd party API objects and creating Flatten Zones.
From: Sarge Check Six! Designs Check_Six_Ob_Tut.zip (39kb)

FS2004 Multiple FS9.exe:  12/31/05
Different scenery and other add-ons require different configuration settings for best operation. This tutorial shows a way to have several FS9.exe present, one for each configuration, which can be started right from the Windows desktop.
From: David Roch multexnt.zip (401kb)

FS2004 Decompiling default BGLs, modifying them, and recompiling them as separate BGLs.:  12/27/05
In scenery design, creating exclusion rectangles sometimes won’t work to the best of your advantage. In addition, when you want to completely overhaul an airport and delete everything default in the name of accuracy, you need to look at the source files to see what goes where so you can start removing the objects and replacing them with accurate versions of themselves. A comprehensive list of recommended programs and utilities is included.
From: Steven Rosenow bglmodtu.zip (26kb)

FS2004 Add an Animated Windsock to your scenery:  09/11/05
How to easily add an Animated Windsock to your scenery. Few items make an airport - especially a GA airport - look more realistic than a Windsock that reacts to wind speed and direction. You can easily add one to your favorite airport by using this short, step by step illustrated tutorial. No programming knowledge is needed. Anyone can do it. Compiled in .doc and .pdf formats.
From: David "Opa" Marshall windsock_tutorial.zip (800kb)

FS2004 Using the ExcBuilder Program:  08/12/05
Do you have autogen trees and/or buildings in the approach or take off flight path of your favorite airport? Its not considered "good form" to have your aircraft wings clip them (or worse). This short illustrated tutorial will show you how to easily "exclude" such objects using the ExcBuilder program by Paavo Pihelgas. It's fun and easy to do. Compiled in .doc and .pdf formats
From: David "Opa" Marshall excbld_tutorial.zip (5.8mb)

Building An Airport For Fs2004:  07/28/05
this document walks you through the process of creating an airport for FS2004. Everything is explained in layman's terms, including: Freeware software, installing the software, creating the airport folders, basic airport layout, creating your main scenery file, creating your buildings, adding the buildings to the main scenery file, completing the buildings, adjusting the buildings’ placement, adding some detail, finishing touches, post release. You'll be designing and building your own airport(s) in no time.
From: Tim Clayton airport_169642.zip (9kb)

How To...Have Multiple FS2004 Installations:  07/27/05
Brief (*.html) tutorial explaining how to run more than one copy of "FS9".
From: Noel Sivertson howto_multi_op_fs9.zip (2kb)

Adding a landable and AI suitable aircraft carrier at any coordinates in FS2004:  04/27/05
Brief (*.pdf) tutorial to make a landable carrier CVN71 with AI traffic, at a global position of your choosing. Recommended utilities; Rwy12, AFCAD and FSSC.
From: Christian Muenier cvn71_tutorial.zip (295kb)

FREEflow : A method for almost automatic generation of water scenery for FS9. v1.0  04/04/05
This quick start guide will illustrate how to employ TerraScene 2.1 in combination with Startibartfast to almost automatically create lakes, rivers and coastal shorelines for Microsoft Flight Simulator.

Startibartfast is a character in the Hitchhiker's Guide to the Galaxy that was charged with making an exact replica of Earth. By using the aptly named Startibartfast software by Jim Keir along with Terrascene 2.1 by Todd Klaus you can do it Too - for free! What we will do in this tutorial is to completely replace rivers, lakes and coastal shorelines for an entire LOD5 cell in Flight Simulator 2004: A century of Flight FS9.

Note: The authors FREEflow New England scenery was recently released. It was made using the method described in the tutorial, and covers a square of four complete LOD5 tiles from Philadelphia, PA. to Bangor, ME.

A second project, FREEflow Ultimate Florida, should be completed shortly. While that project covers the seven LOD5 tiles that encompass the entire state of Florida with detailed hydrography, we've expanded the basic shorelines scenery to include highly accurate land and water class, and detailed scenery areas such as the Everglades, the Keys, and several cities. For further information, and some remarkable screen shots, please visit the FREEflow Scenery Website
From: Scott Gridley freeflowtut_v1.0.zip (1.6mb)

Visual index and XML code for naval scenery by Microsoft  08/06/05
A document - created with freeware "Open Office.org 1.1.4", that presents pictures and XML code ( which you can copy and paste ) for the reuse of various objects ( piers, marina, rig, port crane lighthouse and icebergs ) available in the Microsoft "objects library" - included in FS 2004 - in your own scenery designs.
From: Marc Renaud navalxml.zip (978kb)

Visual index and XML code for ships by Microsoft  03/15/05
A document in the Adobe Acrobat format - for easier viewing and printing purposes - and in the Open Office.org 1.1.4 native format .swx ) to allow the "copying and pasting" of the code - that presents pictures and XML code for the use of the ships available in Microsoft's default objects library in your scenery designs.
From: Marc Renaud visindex.zip (3.2mb)

Weather Theme How to v1.0  02/18/05
One of the features of the brand new weather engine in FS2004 is a small selection of weather themes. I would think that Microsoft is releasing a Weather Theme SDK at some stage, but if you can’t wait, you can make your own theme right now, just after reading this how to. I want to warn you though that this method is not very user friendly and quite technical, so a sound knowledge of how things on a computer work is very helpful (i.e. if you barely managed installing FS2004 on your computer, stop reading now).
From: Christian Stock wx_theme.zip (36kb)

FSGUI Module User's Guide v1.0b (beta version)  02/18/05
The FSGUI Module allows you to add, remove and otherwise manipulate menu items in the MS Flight Simulator (FS2002/FS2004). It also lets you display standard message boxes, progress dialogs and standard Select Aircraft Dialog in the same look as other standard dialogs in MS Flight Simulator without the necessity to differentiate between FS2002 and FS2004.

Who may use this SDK?

Anybody who wants to learn about module(s) in MS Flight Simulator or who wants to write one. If you already have written a module but need to add menus and/or message box to it, this is for you. Gauge developers may also find information here useful.
From: Cyril Hruscak fsgui_1_0b.zip (347kb)

Add a Rotating Airport Beacon to FS2k4 Update 06/24/05
The instructions and XML file are a collaborative effort of the members of the AvSim Scenery Design forum:

Here's how to easily add the default MS2004 Rotating Beacon to any airport or location. All required files are included. Follow the straightforward instructions in both .doc & .pdf formats. For FS2004 only. Compiled by David "Opa" Marshall.
From: David "Opa" Marshall rotating_beacon.zip (157kb)

FS2004 Library Objects Update
This is an (.xls) updated version of the file provided with the FS2004 sdk. I included all library objects that I was able to locate in the FS2004 scenery files. For each object identified I included the name of the relevant scenery file and the position of the mdl code within that file starting with 0 for the first mdl included. This will make it easier for scenery designers to extract the appropriate mdl section and to place the object with xml code wherever they want.
From: Winfried Orthmann libraryobjects.zip (144kb)

This is an (Acrobat.pdf) updated (version 3) analysis of the structure of the new FS2004 BGL files.

As you will see, the listing of the file structures is still incomplete, some sections have not been covered, some features mentioned in the SDK have not been covered, because I was unable to compile the relevant source files from the SDK (e.g. I found no way to compile a Waypoint structure). Any suggestions for filling the missing parts or for improving the analysis of the structures will be welcomed.
From: Winfried Orthmann new bgl file structure.zip (81kb)

Elevated Helipads for FS9 in XML - Part I - You have Just created that sensational Helipad for your Scenery, be it a Floating Pad on a lake or that sensational Oil Rig in the North Sea or Bass Straight or maybe even, that fantastic new building. The problem is, you just cant land on the darn thing as there is NO HARD SURFACE!!!

Problem solved! you will require the following: tcalc2004.zip by Richard Ludowise and the Microsoft FS9 BGLC SDK.
From: Jeffrey Stanyer helipad_tutorial.zip (50kb)

Elevated Helipads for FS9 in XML - Part II - Add-on for the helipad XML tutorial above, that removes the eye candy H and Border.
From: Jeffrey Stanyer helipad_tutorial_part2.zip (50kb)

A simple explanation on how to modify gate size at airports in FS2004 using a hex editor.
From: Mark Williams howtogateresize.zip (3kb)

Library.BGL file creation for Dummies - This tutorial is designed for those who wish to create their own Library.BGL files for placement of objects ( macro’s , api’s ) or multiples of objects into their scenery creations for FS 9 C.O.F. and FS 2002, and maintain their frame rates and also keep down the file size of their scenery when multiples of the same object are used.
From: Jeffrey Stanyer library_tutorial.zip (112kb)

VTP2 Polygons for Dummies - is designed for those of us that have difficulty in understanding some of the instructions that come with scenery design programs that enable us to improve our visual scenery for FS 2002 and FS 9 Century Of Flight. It is not designed for those with a sound knowledge of the appropriate program language / languages used to create the same result.
From: Jeffrey Stanyer VTP_poly_tutorial.zip (534kb)

This fully illustrated (*.html) Updated user guide is intended for beginners, and presents some basic concepts concerning Flight Simulator terrain, and a step-by-step explanation of some of the principal functions of Ground2K. No technical terms are used, for ease of comprehension.

New sections include:
· Expanded coverage of basic concepts and functions
· Common problems and errors with solutions
· Glossary of terms
From: Unknown author ground2k_for_beginners.zip (1.3 mb)

A to the point tutorial that de-mystifies the issues surrounding "The numbers relating to Terrain Mesh"
From: Unknown author terrainmesh.zip (2kb)

Dynamic scenery design notes: for scenery design with BGLC that will help to compile the sample from the MS Scenery SDK and to design your own dynamic sceneries. A basic knowledge of scenery development with BGLC is helpful. Support macros for BGLC are included.
From: Edgar Knobloch dynsctut.zip (38kb)

This archive includes two manuals in *pdf format, one on how to read and modify magnetic variation data and the other on minimum safe altitude data. Note: * Requires Adobe's Acrobat reader.
From: Christian Stock magmsa.zip (173kb)

A FS2002 and CFS2 Land Water Mask design tutorial that will help in the creation of the following Terrain Data File types for FS2002: water, mesh-clinging water, land, and FS2002 flattens. Includes support macros for BGLC & a TDF calculator.
From: Richard Ludowise LWMTut.zip (429kb)

Now that you've got the BGL Toolkit V0.8 (a.k.a. Exclude Kit) what are you going to do with it? this step by step, illustrated tutorial takes you from start to successful conclusion.
From: John R. Williams exclude_tutorial.zip (188kb)

I cr