Convert FSX scenery to Prepar3D v4 safely: learn what works unchanged, what needs recompiling, and how to fix missing objects and runway elevation.
Yes. Most FSX-native scenery can be used in Prepar3D v4 because ordinary BGL scenery, terrain mesh and textures are not tied to FSX’s 32-bit executable. Try installing it as a separate add-on first; only recompile when airports, models, effects or legacy modules fail in P3D v4.
In practice, “conversion” often means repackaging and testing rather than changing the files. Prepar3D v4 is 64-bit, but that difference chiefly affects executable DLL modules and other compiled code, not standard scenery data.
Which FSX scenery works in Prepar3D v4?
FSX-native, content-only scenery is usually usable in Prepar3D v4 without conversion. The important distinction is between ordinary scenery data and components that execute code; our breakdown of FSX add-on compatibility across Prepar3D versions explains that wider rule.
| FSX component | Likely P3D v4 result | Recommended action |
|---|---|---|
| Airport, landclass, vector or placement BGL | Usually works | Install separately and test before recompiling |
| Photoreal scenery or terrain mesh | Usually works | Preserve its Scenery and Texture folders |
| FSX-native object library and textures | Often works | Include every required library and texture set |
| Older FS2004-era models bundled with FSX scenery | May be invisible, black or malformed | Re-export from the original model source with P3D-compatible tools |
| 32-bit DLL or executable module | Will not run inside 64-bit P3D v4 | Obtain or build a native 64-bit replacement |
| FSX-only installer | May reject P3D or use incorrect paths | Use a supported manual installation only when the licence permits it |
How do I convert FSX scenery to Prepar3D v4?
The safest conversion process is to test the untouched scenery first, then rebuild only the component that fails.
- Check the package and its licence. Confirm that it is genuinely FSX-native rather than older scenery repackaged for FSX. Identify any required object libraries, effects, SimObjects or executable modules.
- Create a separate staging folder. Preserve the add-on’s
SceneryandTexturestructure. Do not copy the whole FSX scenery directory or overwrite Prepar3D’s stock files. - Register it in Prepar3D v4. Use an
add-on.xmlpackage or the Scenery Library rather than placing it blindly inside the simulator’s core folders. Our guide to the supported Prepar3D scenery installation methods covers both approaches. - Test the scenery before modifying it. Inspect the airport or area by day and night, then check another season if seasonal textures are included. Look for missing buildings, black textures, duplicate runways, elevation steps and error messages.
- Isolate failed components. Disable half of the package’s BGL files at a time until the problem disappears. This is faster and more reliable than recompiling every file.
- Recompile only when necessary. Use the matching Prepar3D v4 SDK and the original source files wherever possible. BglComp handles XML-based facilities and placements, while terrain and vector source data use their relevant SDK compilers. Our Prepar3D SDK scenery-building workflow explains the packaging and compilation process.
A compiled BGL is not equivalent to source data. Decompiling and rebuilding one can lose exclusions, approach data, material settings or object information, so direct use is preferable when the existing BGL already works.
Why are buildings or textures missing after conversion?
Missing scenery objects usually mean that a separate object-library BGL or its textures were not installed. Check the original documentation, confirm that every dependency is active, and make sure texture files sit in the texture folder associated with the scenery package.
Black or transparent models usually indicate an older model or material definition that Prepar3D v4 does not render correctly. Re-exporting from the original model source is the clean fix; repeatedly converting the finished texture rarely repairs an incompatible model. If textures must be rebuilt, preserve their alpha channels and mipmaps.
Custom autogen can also fail when its definitions were designed to replace global FSX files. Never overwrite Prepar3D’s global autogen definitions with an FSX copy; merge or package the required definitions using the supported P3D method.
Why is the runway sunken, raised or duplicated?
Runway elevation problems normally come from conflicting airport definitions or changed terrain around the airport. Search the active scenery layers for another BGL using the same ICAO code, disable obsolete AFCAD-style files and verify the add-on’s priority over broader regional scenery.
If the airport genuinely needs rebuilding, correct its airport elevation, background flatten and exclusions together. Changing mesh resolution alone does not repair an airport compiled at the wrong altitude. The airport editing workflow for FSX and P3D covers importing layouts, checking exclusions and recompiling airport data.
Can an FSX installer convert the scenery automatically?
An FSX installer does not prove that the scenery is incompatible, but it may write to FSX-specific folders or registry locations. If it offers a selectable destination, install into a temporary staging folder and inspect the files; do not fake an FSX installation or direct an unsupported installer into Prepar3D’s main folder.
Packages containing a 32-bit DLL cannot be made P3D v4-compatible by changing a path or editing an installer. The executable component must be replaced or rebuilt for 64-bit Prepar3D, although the package’s ordinary BGL and texture files may still be usable.
Can converted FSX scenery be redistributed?
Converting scenery for personal use does not grant permission to redistribute it. Releasing the converted package, its textures, object libraries or a modified BGL requires permission from the original rights holder, even when the original download was freeware.