FSX & FSX: Steam Edition 7 min read

Can FSX or Prepar3D scenery add-ons be used in X-Plane?

Adam McEnroe
In short

FSX and Prepar3D scenery will not run directly in X-Plane. Learn what can be converted, licence limits, common fixes and when to use a native add-on.

No. FSX, FSX: Steam Edition and Prepar3D scenery cannot be installed directly in X-Plane because the simulators use different airport, terrain, object and configuration formats. Use a native X-Plane release, or rebuild lawfully licensed source assets into an X-Plane package; copying BGL files or redirecting an installer will not work.

Why is FSX or Prepar3D scenery incompatible with X-Plane?

FSX and Prepar3D scenery is incompatible because X-Plane has no loader for their compiled scenery system. FSX and Prepar3D share related technology, but X-Plane uses its own airport data, DSF scenery tiles, object definitions and package ordering.

Scenery componentFSX and Prepar3DX-PlaneResult
Airport layoutUsually compiled into .bgl filesapt.dat plus DSF placement dataMust be imported carefully or recreated
3D objectsCompiled model libraries and BGL placement dataX-Plane .obj files referenced by DSF sceneryModels, materials and placement require rebuilding
Terrain meshTerrain BGL filesDSF base-mesh tilesCannot be copied or combined directly
Photo sceneryImagery compiled into BGL sceneryTextures referenced through native DSF terrain or draped sceneryOriginal imagery may be reusable; the compiled package is not
Configurationscenery.cfg, an installer or Prepar3D add-on configurationCustom Scenery and scenery_packs.iniThe original installer cannot register the scenery correctly
Dynamic featuresPlatform-specific effects, modules and scriptingX-Plane plugins, datarefs and native animationsJetways, traffic and effects often need replacements

A shared extension does not imply compatibility. Both platforms may use files such as .dds textures, but their material definitions, texture references, object coordinates, animations and placement instructions remain simulator-specific.

Can an automatic converter turn BGL scenery into X-Plane scenery?

No automatic converter produces a complete, dependable X-Plane package from arbitrary FSX or Prepar3D scenery. Older or specialist conversion utilities may recover some geometry or placement information, but their output is only a starting point and still requires extensive inspection in X-Plane tools.

A converter cannot resolve copyright permission, recreate an incompatible terrain mesh, repair every material or replace simulator-specific code. Our breakdown of which Prepar3D scenery assets can be converted or rebuilt explains these limits in more detail.

  • Airport layouts: Runways, taxiways, aprons and parking positions can often be recreated from authorised reference material. Identifiers, runway designators, elevations, markings and alignment still need checking.
  • Source imagery: Original georeferenced photographs may be processed for X-Plane if their licence permits it. A finished photoreal BGL is not an X-Plane orthophoto tile.
  • Original 3D models: Models can be re-exported when the creator has the editable source files and the necessary rights. Extracting commercial compiled models is usually prohibited and may lose materials, animations or effects.
  • Terrain: Terrain must normally be built as an X-Plane-specific DSF mesh. For any tile, the highest-priority base mesh normally supplies the terrain; lower base meshes are not blended with it.
  • Animations and effects: Jetways, road traffic, lighting logic and scripted objects must use X-Plane-compatible animation or plugin systems.

Freeware is not automatically public domain. Check the included licence before extracting anything, and obtain explicit authorisation before distributing converted assets. A commercial licence may also prohibit private conversion; the exact restriction depends on its terms and the applicable law.

How do I convert scenery I created myself?

A lawful conversion is best treated as a rebuild from the original project files rather than an attempt to make compiled BGL files load in X-Plane.

  1. Choose the target X-Plane version. Decide whether the package is for X-Plane 11, X-Plane 12 or both. This affects validation, available scenery features and compatibility with older installations.
  2. Collect the editable source assets. Use the original models, textures, georeferenced imagery and airport plans. Confirm that every third-party asset and image can legally be used in the new package.
  3. Rebuild the airport in WorldEditor. Recreate or import the airport layout, then verify coordinates, elevations, taxi routes, ramp starts, exclusions and runway data. Our guide to X-Plane airport and scenery creation tools explains the native formats and suitable workflows.
  4. Export models for X-Plane. Convert from the editable modelling project into X-Plane .obj assets. Rework materials, normals, texture paths, lighting, animation and level-of-detail behaviour rather than assuming the FSX definitions will transfer.
  5. Build imagery and terrain separately. Use properly licensed source imagery and create native terrain or draped assets. Avoid replacing the entire base mesh when an airport overlay or draped polygon will do the job.
  6. Test a clean package. Check the exported Earth nav data, object and texture folders, install only the declared dependencies, and inspect X-Plane's Log.txt for missing files or scenery errors. Test on a case-sensitive file system if the package will be distributed.

How can I recognise genuine X-Plane scenery?

A genuine X-Plane scenery package identifies the supported X-Plane version and contains native package data rather than only an FSX or Prepar3D installer.

  • Common X-Plane content includes Earth nav data, .dsf, apt.dat, .obj, .pol, .ter or library.txt files.
  • FSX and Prepar3D packages commonly contain .bgl files, paired Scenery and Texture folders, or an installer that searches for those simulators.
  • An X-Plane package normally belongs under Custom Scenery. Make sure an extra wrapper folder has not left Earth nav data one level too deep.
  • Some valid packages reference external X-Plane object libraries and therefore contain few models of their own. Their documentation should identify those dependencies.
  • If separate FSX, Prepar3D and X-Plane downloads are supplied, install the edition built for your simulator. Renaming a folder or changing an install destination does not convert it.

Does X-Plane 11 scenery work in X-Plane 12?

Sometimes, but that is a separate compatibility question from converting FSX or Prepar3D scenery. Straightforward native X-Plane 11 airports and objects may load in X-Plane 12, while packages using older plugins, custom lighting, vegetation, water or base mesh may need an update.

A package that loads is not necessarily taking advantage of X-Plane 12 seasons, water, lighting or other scenery features. Packages exported specifically for X-Plane 12 may also use data unavailable in X-Plane 11. For large-area replacements, check our guide to compatible X-Plane 12 mesh, ortho and overlay scenery before installing.

Why does converted scenery look broken in X-Plane?

Broken converted scenery usually indicates that placement, dependencies, materials, exclusions or terrain have not been rebuilt correctly for X-Plane.

SymptomLikely causeWhat to check
The scenery is ignoredThe folder contains only BGL files, or the native package is nested too deeplyConfirm that X-Plane-readable DSF or airport data sits in the correct package folder
Buildings are missingMissing libraries, failed model conversion or incorrect pathsRead Log.txt, install declared X-Plane dependencies and correct object references
Textures are blank or incorrectBroken material conversion, unsupported definitions or filename mismatchVerify texture formats, paths and capitalisation
Objects are displaced or rotatedIncorrect model origin, axis conversion or placement coordinatesCorrect the model export and placement data rather than moving the whole package blindly
Duplicate runways or buildings appearA competing airport is also active, or exclusions are missingAdd suitable exclusions and give the intended airport the correct scenery priority
Runways float or sit below the groundThe airport elevation conflicts with the active terrain meshCorrect the airport or mesh build; changing priority cannot merge two base meshes
Jetways or effects remain staticThe original feature depends on FSX or Prepar3D codeReplace it with native X-Plane animation or a supported X-Plane plugin

Entries higher in scenery_packs.ini generally take priority where packages overlap. Custom airports and overlays should sit above the base mesh they use, but ordering cannot make BGL files readable or repair an incomplete conversion.

Should I convert the scenery or find an X-Plane replacement?

Choose a native X-Plane edition whenever one exists; rebuild scenery only when you own or can lawfully use the source assets and are prepared to correct the package manually.

  • Use the native edition for supported materials, exclusions, lighting, terrain integration and animations.
  • Rebuild from source when it is your own project, or when you have written permission and access to editable models, imagery and placement data.
  • Find a replacement when all you have is a commercial installer or compiled BGL files. Our X-Plane freeware library contains scenery built for X-Plane rather than repackaged FSX or Prepar3D files.
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