FSX & FSX: Steam Edition 5 min read

How do I place scenery objects in FSX?

Adam McEnroe
In short

Learn how to place scenery objects in FSX with the SDK Object Placement Tool, compile XML to BGL, and fix missing or floating objects.

To place scenery objects in FSX, enable the SDK Object Placement Tool, position the aircraft at the site, select a library object, set its coordinates, heading and altitude, then save the placement as XML and compile it into a BGL. Add that BGL to an active scenery area's scenery folder.

What do I need before placing FSX scenery objects?

You need a matching FSX SDK installation and a writable folder for your project files. Boxed FSX users normally obtain the SDK from Deluxe or Gold and must update it to the same service-pack or Acceleration level as the simulator. FSX: Steam Edition has its own SDK components.

The Object Placement Tool loads as an FSX module configured through dll.xml. If it has loaded correctly, an Object Placement Tool entry appears under the simulator's Tools menu. Steam users who cannot see that entry should follow our Steam Edition SDK, DLL and SimConnect checks.

Keep your working XML and compiled files outside protected installation folders. This avoids Windows permissions preventing the tool or compiler from saving changes.

How do I use the FSX Object Placement Tool?

The reliable workflow is to place the object in the simulator, save the placement as XML, compile it into a BGL, and then activate that BGL as scenery. Our illustrated walkthrough for moving and rotating FSX objects shows the interface in more detail.

  1. Enable the tool. Configure the Object Placement Tool module, start FSX and approve its DLL if FSX displays a trust prompt. Confirm that the tool appears under the Tools menu.
  2. Move to the site. Load a flight near the required coordinates. Pause the simulator and use slew mode—the default key is Y—to position yourself accurately without flying repeated approaches.
  3. Select a library object. Open the Object Placement Tool, create a scenery-object placement and choose a model from the available object library. Stock buildings, vegetation and airport equipment are referenced by their library GUIDs.
  4. Position the object. Adjust latitude, longitude, heading, pitch and bank as required. Set the placement's scenery complexity deliberately; an object assigned to a high complexity level disappears when the user's Scenery Complexity slider is lower.
  5. Set the altitude. For an object resting on the terrain, use altitude above ground level and start with zero altitude. Use a positive offset only when it belongs above the surface.
  6. Save the XML. Save the placement project and retain this XML as the editable source. A mistake we see constantly is assuming the saved XML is finished scenery; ordinary FSX flights do not load it directly.
  7. Compile the placement. Run the matching SDK's BglComp.exe against the XML. Correct any validation errors reported by the compiler and confirm that it produces a BGL file.
  8. Package and activate it. Create a scenery area containing scenery and texture folders. Put the placement BGL in scenery, add the area's parent folder to the FSX Scenery Library, and let FSX rebuild its scenery index.
  9. Test outside the editor. Restart or reload the scenery, return to the location and check the object from several distances and directions.

Which altitude setting should I use?

Use AGL with zero altitude for an object that should sit directly on the ground. This lets it follow the active terrain, including an airport flatten or replacement mesh.

Use MSL only when you know the required elevation above mean sea level. Floating or buried objects usually indicate that AGL and MSL were confused, although a badly positioned origin in a custom model can produce the same symptom.

Can I place my own 3D models?

Yes, but the Object Placement Tool places library objects; it does not convert a raw 3D source file into FSX scenery. A custom model must first be compiled into an FSX scenery library with its own GUID, with any required textures supplied separately.

A placement BGL referencing only stock FSX objects needs no copied stock textures or model files. For a custom library, place its library BGL in the scenery folder and its textures in the associated texture folder. Do not redistribute models from another add-on without permission.

Why does my placed object not appear in FSX?

Most missing objects are caused by an inactive BGL, an uncompiled XML file, an altitude error or the Scenery Complexity setting.

SymptomLikely causeFix
No Tools menu entryThe SDK module did not load, or its version does not match FSXCheck dll.xml, the module path, the trusted-DLL prompt and the SDK installation
No BGL after compilingThe XML is invalid or the wrong compiler is being usedRun the matching BglComp.exe and correct the first reported XML error
Object appeared while editing but vanishes laterOnly the XML was saved, or the compiled BGL is not activeCompile the XML and verify the scenery area's folder structure and library status
Active scenery still does not loadThe BGL is in the wrong or a nested folderWork through our checks for an FSX scenery area that is being ignored
Object floats or is undergroundIncorrect AGL/MSL choice, altitude offset or model originUse zero AGL for ground placement, then adjust only if necessary
Object appears only at high settingsIts image complexity exceeds the simulator's Scenery Complexity settingLower the object's complexity property or raise the FSX slider
Custom object has missing texturesTexture files are absent, misnamed or outside the active texture folderPackage every required texture in the scenery area's texture folder

Should I use Object Placement Tool or Airport Design Editor?

Use the Object Placement Tool when you want live visual positioning anywhere in FSX; use Airport Design Editor when the objects belong to a wider airport project. ADE is better suited to combining object placement with parking, taxiways, aprons, exclusions and other airport data.

Our Airport Design Editor workflow for FSX and Prepar3D explains that alternative. Whichever method you choose, compile a separate add-on BGL rather than altering stock scenery files.

Placing a new object does not remove an existing stock object. If the replacement occupies the same position, create an appropriate exclusion first and then add the replacement through your project.

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