SCENERY OBJECTS

NOTE: This object is not available when the Scenery Editor is in World Hub Mode.

A scenery object is an object element that is not specifically part of an airport and that does not have any simulation elements (ie: it will not participate in any way with the physics/world simulation). For example, buildings, landscape items, parked vehicles, etc...

 

When you select this object type you will be presented with a list of different scenery object elements listed in the Objects window:

Different Scenery Object Elements Listed In The Objects WindowThe exact number and kind of elements listed will depend on the version of Microsoft Flight Simulator 2024 that you are running as well as what packages you have installed and whether you have added any custom ModelLib packages. You can add any of these elements into your scene without the need for an airport to be present, as outlined on the section on the Objects window.

 

To place a Scenery object element in the scene you can click the Add button, and then use the Translate Gizmo to position the object where you want, or you can enable One-Click Placing and simply click in the world to place it. You may also use the Rotation Gizmo to change the angle the element is shown at, as well as the Scale Gizmo to change its size.

 

 

Properties

Scenery objects have the following Properties which can be edited:

The Properties Window For A Scenery Object

  • Name

    This is the name of the element as defined from its file.

 

  • Display Name

    This is the name of the element as it will be displayed in the The Scenery Contents List. This can be edited and is helpful for identifying elements when you have a lot of items in the content list.

 

  • Assign Instance ID

    Clicking this button will create a GUID-formatted Instance ID unique to the instance of the object element placed within the simulation. This is distinct to the GUID value (explained below), as the GUID will be shared by all elements of the same object, while the instance ID will be unique to each instance of that object. This can be useful for many things like when creating mission scripts (for example).

 

  • GUID

    This shows the unique GUID for the object element. This ID value is for the base object element itself, and will be shared with all instances of the element that are placed in the world. Use the Assign Instance ID button if you require a unique GUID for a specific instance of the object element. You can press the Copy button to copy the GUID to the clipboard if required.

 

  • Package

    This shows the name of the package that the currently selected object element comes from.

 

  • Snap To Ground

    This option is enabled by default, and will "snap" the object element to the ground so that - regardless of the terrain height - the element will always be at ground level, even when moving it. Enabling this means that the altitude Gizmo does nothing, while disabling this will permit you to change the altitude. When this is disabled, you will have a new option present in the Properties window:

    • Offset To Ground

      This value is the altitude from the ground for the object, and editing it will raise or lower the element (and changing the altitude using the Translate Gizmo will also change this value automatically).

 

  • Snap To Normal

    When enabled, the object element will change orientation based on the terrain surface normal underneath the center-point of the element. When disabled, it will maintain the default orientation regardless of the terrain underneath (or the orientation which is set using the Rotation Gizmo, and note that when enabled the Rotation Gizmo will only affect the horizontal axis around the center of the element). This option is disabled by default.

 

  • Cast Shadow

    This option will enable or disable the ability for the element model to cast a shadow on the terrain. This option is enabled by default.

 

  • Hide on TIN

    When checked, this option will hide the object element unless the TIN data is unavailable, for example when the user is offline, at which point it will be visible. The option is disabled by default.

 

  • Use Low Resolution Altitude

    This option, when checked, will force the simulation to use a lower resolution altitude calculation when calculating the placement of the object in relation to the camera. In general this option only needs to be checked when the object is placed on a slope and you can see it "bounce" up or down in altitude as the camera gets closer/farther from it. Enabling this option should stop this changing visual altitude.

 

  • No Snow

    This option will enable or disable snow on the element (if supported). An element like an apron, for example, can have snow on it if the weather conditions and area have snow, and this option can tell the simulation to ignore that and to always display the element without snow. This option is disabled by default.

 

  • No Decal

    This option will enable or disable Decals on the element (if supported). An element like a building, for example, can have decals on it to simulation weathering or some other effect, and this option can tell the simulation to ignore that and to always display the element without any decals. This option is disabled by default.

 

  • Replace Model

    The Replace Model button permits you to select a different Scenery model for the object element. This will not change any of the properties that have been set for the element and simply change the visual model used to represent it.

 

  • Convert To SimPropContainer

    The Convert To SimPropContainer button will take the selected object and use it as the root node for a new SimPropContainer Object. Clicking this will open a new window:
    Here you give the new SimPropContainer a name, then assign it to a package. Clicking Create will make it into a new SimPropContainer asset and open it in the SimPropContainer Editor for you to add further scenery/SimObj objects to it.
    IMPORTANT! Creating a SimPropContainer in this way means that the object model becomes the pivot reference for the entire SimPropContainer. From this point on, if you edit the model and re-export, you should not change the pivot position in your modelling program otherwise you will be changing the entire SimPropContainer reference pivot.

 

  • Has Beacon
    Selecting this option will permit you to attach a beacon to the object element.
    NOTE : This option is designed for object elements that have a custom model/mesh assigned to them, as you need to supply the name of an attach point which is a node on the model. When enabled you will be presented with the following extra options:
    The Properties Of Scenery Object With A Beacon
    • Attach Point Name: The name of the attach point node on the model.

    • Attach Instance ID: This is a unique GUID which can be used to identify the beacon.

    • Beacon Type: The type of beacon to be added, either CIVILIAN, MILITARY or CANADIAN.

    • Beacon Base: The type of base to give the beacon, either SEABASE, AIRPORT or HELIPORT.

 

 

Creating A Scenery Object

To create a static object that you can then use within the simulation or as part of a SimPropContainer Object, you will need to create a project and add a ModelLib asset group to it. You can find out how to create a new project from the following page:

 

Once you have the project in The Project Editor, you can select the package and then, in The Package Inspector, scroll to the bottom and click the Add Asset Group button:

Adding An Asset Group In The Project Inspector

 

This will then open the Asset Group Wizard, where you should select the Custom button:

Selecting The Custom Asset Group In The Asset Creation Wizard

 

In the next window you will be asked to name your object, and give it an asset type, which should be ModelLib:

Selecting The ModelLib Asset Type

 

After clicking the Create button, the modellib asset group will be added to your package. At this point you need to add the *.glTF, *.bin and *.xml files to the folder that this group created in the package (see the section on Modeling Scenery for information on these files). You can find the ModelLib folder in PackageSources, within the main package folder, eg:

ModelLib Location In PackageSources

 

Once you've added the required files, you can then build the package and in the scenery editor you'll be able to select the object(s) to add into the scene:
The New Model Placed In A Scene