General 5 min read

What tools do I need to create or edit airport scenery?

Adam McEnroe
In short

Compare flight simulator airport scenery tools for MSFS, X-Plane, FSX and Prepar3D, including editors, SDKs and modelling software.

To create or edit airport scenery, use the simulator’s supported airport editor and matching SDK/compiler. Microsoft Flight Simulator uses Developer Mode’s Scenery Editor, X-Plane uses WorldEditor (WED), and FSX or Prepar3D commonly uses Airport Design Editor. Add a 3D modeller and image editor only when creating custom buildings or textures.

Which airport scenery editor should I use?

Choose the editor designed for the simulator and version in which the airport will run. Airport formats, compilers, object libraries and terrain systems are not interchangeable.

SimulatorCore airport toolsWhat they handleOptional asset tools
Microsoft Flight Simulator 2020/2024Developer Mode, Project Editor, Scenery Editor and Package BuilderRunways, taxiways, aprons, parking, markings, objects, exclusions and package buildingBlender or 3ds Max with a compatible exporter, plus an image editor
X-Plane 11/12WorldEditor (WED)Airport layouts, taxi networks, ramp starts, signs, boundaries, objects, validation and scenery-pack exportBlender with an X-Plane exporter, plus texture-conversion and image tools
FSXAirport Design Editor (ADE) and the matching FSX SDK compilersAirport records, runways, taxiways, aprons, parking, approaches, exclusions and BGL compilationA 3D modeller, image editor and ModelConverterX where format inspection or conversion is required
Prepar3DADE and the SDK matching the installed Prepar3D generationAirport facilities, placement, exclusions and compiled sceneryCompatible modelling, texture and conversion tools

Microsoft Flight Simulator authoring is a PC workflow; Xbox and PlayStation editions are not practical scenery-development hosts. Projects intended for both MSFS 2020 and MSFS 2024 should be built and tested against each target rather than assumed to behave identically.

Our simulator-by-simulator airport creation workflow explains how these editors fit into a complete project. We also have focused guidance for setting up and building an MSFS scenery package, laying out and validating an X-Plane airport in WED, and editing FSX or Prepar3D airports with ADE.

What is the minimum airport scenery toolchain?

For a basic airport correction, the native airport editor and its compiler are usually enough. Moving parking stands, correcting taxiway links, changing markings or adding stock-library objects does not require a 3D modelling package.

  • Airport editor: creates the runway, taxiway, apron, parking and object-placement data.
  • SDK or compiler: converts the project into the format loaded by the simulator.
  • Image editor: prepares signs, building textures, material maps and ground artwork.
  • 3D modeller: creates terminals, hangars, towers and other unique structures.
  • GIS software: helps align licensed aerial imagery, surveyed coordinates and large ground polygons.
  • Text editor and version control: useful for project configuration, XML or data files and recovering from a broken edit.

Use the smallest toolchain that completes the job. Adding custom models, imagery and conversion stages creates more opportunities for scale errors, missing textures and incompatible exports.

Do I need Blender or GIS software?

You need a 3D modeller only when stock objects cannot represent the airport accurately. Blender and 3ds Max can create custom buildings, but the model must pass through an exporter compatible with the target simulator; a generic model file cannot simply be dropped into every scenery folder.

GIS software is optional for most small airport edits. It becomes useful when tracing georeferenced building footprints, aligning orthophotography or managing data supplied in different coordinate systems. Check the imagery licence before including any aerial photograph or traced commercial map content in a distributed package.

Why does edited airport scenery fail to appear?

Airport scenery usually disappears because it was built for the wrong target, installed in the wrong layer or overridden by another package. The editor may save its project successfully even when the simulator cannot load the compiled output.

  • Wrong SDK or export target: match the compiler, exporter and validation target to the simulator version being used.
  • Default files were modified: never overwrite stock scenery. Build a separate package or scenery layer so the edit can be disabled and repaired safely.
  • Another airport has higher priority: check package ordering and duplicate airport identifiers. In X-Plane, inspect the order recorded in scenery_packs.ini.
  • Objects or textures are missing: remove undeclared library dependencies and test the package on a clean installation rather than only on the development PC.
  • Coordinates use the wrong projection: imported GIS data can appear kilometres away if it was not transformed to the coordinate system expected by the editor.
  • Old compiled files remain: delete or disable obsolete test builds before judging the latest export.

Will an airport editor update aircraft navigation data?

An airport scenery editor does not necessarily update the navigation database used by an aircraft’s FMS or GPS. Visual runway changes, parking positions and taxiways may come from the scenery package while procedures, waypoints and runway references come from a separate navigation-data cycle.

After changing a runway designation, location or ILS, check the scenery, simulator map, ATC behaviour and aircraft avionics separately. A visually correct airport can still show an old runway number in the flight plan or produce duplicate navigation aids.

How should I test a new or edited airport?

Test the airport as an operational system, not just as a collection of objects. Compile a release-style package and load it without unrelated development libraries enabled.

  1. Check placement: inspect runway thresholds, centre-lines, aprons and buildings against reliable reference data.
  2. Drive the taxi network: confirm connected paths, sensible hold-short points, usable parking radii and correct runway entry links.
  3. Test different conditions: inspect day and night lighting, wet surfaces where supported, seasonal appearance and low visibility.
  4. Spawn representative aircraft: verify that parking spots do not place wings inside terminals or start aircraft below the surface.
  5. Watch elevation behaviour: look for plateaus, trenches, floating objects and terrain seams around the airport boundary.
  6. Test without your source files: install only the distributable output to catch missing models, textures and library dependencies.
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