General 9 min read 141 views

What airport scenery editor and tools do I need?

Adam McEnroe
In short

Choose the right airport scenery editor for MSFS, X-Plane, FSX or Prepar3D, plus the SDK, compiler, modelling and GIS tools you need.

To create or edit airport scenery, use the airport editor and SDK/compiler made for your simulator. Microsoft Flight Simulator uses its PC Developer Mode tools, X-Plane uses WorldEditor (WED), and FSX or Prepar3D commonly uses Airport Design Editor (ADE). Add modelling, image or GIS software only for custom assets or surveyed data.

Which airport scenery editor should I use?

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

SimulatorCore airport toolsMain usesOptional tools
Microsoft Flight Simulator 2020 and 2024Developer Mode, Project Editor, Scenery Editor and Package BuilderRunways, taxiways, aprons, parking, markings, exclusions, stock-object placement and package buildingCompatible 3D modeller and exporter, image editor and GIS software
X-Plane 11 and 12WorldEditor (WED)Airport layouts, taxi routes, ramp starts, signs, boundaries, objects, validation and scenery-pack exportCompatible 3D modelling, texture and image tools
FSXAirport Design Editor and the matching FSX SDK compilersAirport records, runways, taxiways, aprons, parking, approaches, exclusions and BGL compilation3D modeller, image editor and format-conversion tools
Prepar3DAirport Design Editor and the SDK matching the installed Prepar3D generationAirport facilities, object placement, exclusions and compiled scenery layersCompatible modelling, texture, terrain and conversion tools

Set the editor's validation and export target to the actual simulator version. A project that opens successfully is not necessarily compatible with a different generation of that simulator.

Our simulator-by-simulator airport creation workflow explains how the editor, compiler, package structure and testing stages fit together.

Which MSFS airport editor or airport maker should I use?

The MSFS airport editor is the Scenery Editor included in the simulator's PC Developer Mode toolset; there is no separate universal MSFS airport maker required for basic work.

Use the Project Editor to organise the package, the Scenery Editor to place and alter airport elements, and the package-building tools to create loadable output. Keep editable source files separate from the built package. Never alter files inside the simulator's Official content because an update or repair can replace them.

MSFS 2020 and MSFS 2024 projects should be built and tested against each intended target. Shared concepts do not guarantee identical object libraries, materials or behaviour. Our guide to installing and starting the matching MSFS SDK covers Developer Mode, project creation and the first package build.

MSFS scenery authoring is a Windows PC workflow. Although MSFS 2024 is also available on Xbox Series X|S, PlayStation 5 and PS5 Pro, those consoles are not practical hosts for the Developer Mode scenery tools or ordinary manual package installation.

Is there a general Windows flight editor for every game?

No single Windows flight editor can edit airports in every flight simulation game. Use WED for X-Plane, the MSFS Developer Mode tools for Microsoft Flight Simulator, or a compatible ADE and SDK configuration for FSX or Prepar3D.

An airport editor is also different from a flight-plan editor, saved-flight editor or aircraft editor. If the job is changing a route, payload, cockpit or aircraft performance, an airport scenery tool is the wrong category of software.

Can I edit an airport near me on a laptop?

Yes, a Windows laptop can be used if it can run the target simulator and development tools with enough spare memory and storage for repeated builds. MSFS editing is particularly demanding because the simulator normally remains open while scenery is placed and previewed.

The computer does not need to be physically near the airport. You can edit any location from its coordinates and properly licensed reference material, but local knowledge does not replace accurate runway dimensions, elevations and taxiway data.

What is the minimum airport scenery toolchain?

A basic stock-airport correction normally requires only the airport editor, its matching SDK or compiler, and a safe place to keep project sources and test builds.

  • Airport editor: creates runways, taxiways, aprons, parking positions, signs, boundaries and object placements.
  • SDK or compiler: converts editable source data into the format loaded by the simulator.
  • Image editor: prepares signs, textures, material maps and custom ground artwork.
  • 3D modeller: creates terminals, hangars, control towers and other unique structures.
  • GIS software: transforms georeferenced data, aligns licensed aerial imagery and manages large ground polygons.
  • Text editor and version control: help with configuration files, XML or other source data and make it easier to recover from a broken edit.

Use the smallest toolchain that completes the job. Every conversion and export stage adds another opportunity for incorrect scale, missing textures, unsupported materials or stale output. Our overview of essential and optional add-on development tools helps separate genuine requirements from software you may never need.

Can I edit a stock airport without Blender?

Yes, stock runways, parking, taxiways, markings and library objects can usually be changed without any 3D modelling. Some people describe this as using a stock flight editor, but the actual method is to create a separate airport override or scenery package rather than modify the simulator's stock files.

Stock objects remain references to the target simulator's libraries. Do not copy library models into a distributed package unless their licence explicitly permits it, and do not assume an object available in one simulator version exists in another.

Do I need Blender, an image editor or GIS software?

Blender or another compatible modeller is needed only when the simulator's stock objects cannot represent the airport adequately. The finished model still needs the exporter, materials, texture paths and package definitions expected by the target simulator; a generic model file cannot simply be dropped into every scenery folder.

An image editor becomes necessary for custom textures, signs and material maps. GIS software is useful for surveyed coordinates, georeferenced footprints and orthophotography, but is excessive for moving a few parking stands or correcting a taxiway link.

Transform imported GIS data into the coordinate system expected by the airport tool before placement. Data in the wrong projection can appear kilometres from the airport. Check the source licence as well: an image being visible in an online map does not grant permission to trace or redistribute it.

What is the basic airport-editing procedure?

An airport project is safest when the original scenery remains untouched and each build is treated as a separate, removable add-on.

  1. Define the target: choose the simulator, version, airport identifier and exact corrections before placing objects.
  2. Collect references: use reliable coordinates, dimensions, elevations and imagery for which you have suitable usage rights.
  3. Create a separate project: never work directly inside the simulator's default scenery or official-content folders.
  4. Build the airport layout: correct runways first, followed by taxiways, aprons, parking, signs, boundaries and exclusions.
  5. Add objects carefully: start with stock library assets; introduce custom models only where they provide a clear benefit.
  6. Validate and compile: fix editor warnings, select the proper export target and build the distributable package.
  7. Install only the built output: place or register it using the target simulator's normal add-on method, then remove older test builds.
  8. Test in the simulator: inspect placement, taxi routing, lighting, terrain, parking clearances and interactions with other scenery.

For FSX and Prepar3D, our practical ADE configuration and BGL compilation guide covers SDK paths, validation and installing the resulting airport layer.

Why does edited airport scenery fail to appear?

Edited scenery usually fails to appear because it was built for the wrong target, installed as source rather than compiled output, or overridden by another package for the same airport.

  • Wrong SDK or export target: match the compiler, exporter and validation target to the exact simulator family and generation.
  • Source files were installed: the simulator normally needs the built package, not the editor project used to create it.
  • Incorrect folder or registration: MSFS packages belong in the active add-on location, X-Plane scenery normally belongs under Custom Scenery, and legacy simulators require the scenery layer to be installed or registered correctly.
  • Another airport has priority: disable duplicate packages and inspect package order. In X-Plane, check the ordering recorded in scenery_packs.ini.
  • Stock files were overwritten: restore the original installation, then rebuild the edit as an independent package or scenery layer.
  • Objects or textures are missing: include every permitted custom asset and remove undeclared library dependencies.
  • Coordinates or altitude are wrong: verify longitude, latitude, projection, airport elevation and each object's altitude mode.
  • Old output is still loading: remove obsolete builds before testing the latest package. Rebuilding under the same name does not help if a duplicate copy remains active elsewhere.

A mistake we see constantly is testing only on the development computer, where an undeclared object library or loose texture masks an incomplete package. Test a copy containing only the files you intend to distribute.

Will an airport editor update aircraft navigation data?

No, an airport scenery editor does not automatically update every navigation database used by the simulator, ATC system, moving map, FMS or GPS.

Some legacy airport tools can compile airport, approach or navigation-aid records, but third-party avionics may still use a separate navigation-data cycle. A visually corrected runway can therefore retain an old designation in the flight plan, or a replacement ILS can coexist with obsolete data.

After changing a runway number, threshold, location or instrument aid, check the scenery, simulator map, ATC behaviour and representative aircraft avionics separately.

How should I test a new or edited airport?

Test the airport as an operational system rather than judging it from a single overhead view.

  1. Inspect alignment: check runway thresholds, centrelines, aprons, signs and buildings against reliable reference data.
  2. Drive the taxi network: confirm connected paths, correct hold-short points, sensible route directions and usable runway entries.
  3. Spawn different aircraft: make sure parking radii, jetways and nearby objects suit the aircraft classes assigned to each stand.
  4. Check terrain: look for plateaus, trenches, floating objects, buried models and abrupt seams around the airport boundary.
  5. Change conditions: inspect day and night lighting, low visibility, wet surfaces and seasonal appearance where the simulator supports them.
  6. Test conflicts: load the airport with likely regional scenery and then by itself to identify exclusions, duplicate airports and priority problems.
  7. Test the release package: remove source files and unrelated development libraries, then install only the distributable output.
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