Hi Thorsten:
At the time I was working with the default FSX Acceleration 3-D light pole object "inside" a larger custom FSX SP1 SDK 3-D light pole object in FSX (which then caused that larger custom FSX SP1 SDK 3-D light pole object to become "invisible"), I was doing so with Instant Scenery.
I may have previously "Saved" (new) object placement info "into" the 3rd party scenery placement BGL file for the custom FSX SP1 SDK 3-D light pole object, then immediately "Deleted" that object from that same placement BGL file using Instant Scenery; this may have caused that BGL to be "
managed" by Instant Scenery.
Instant Scenery apparently modifies scenery placement BGL files (in a yet to be understood manner) allowing them to then be recognized by Instant Scenery as one of its "own" semi-proprietary scenery object placement BGL files, which it also can "manage" by "hiding" those objects just previously placed the next time one re-starts FS with the Instant Scenery module loaded.
Not seeing ones scenery object placements upon inspection in the project area upon restarting FS can be initially confusing, and to get such scenery object placements to display (even though they are "active" in the FS Scenery Library), one must first manually "Open" that scenery object placement BGL file
with Instant Scenery (apparently it still controls their ability to be displayed !)

.
Instant Scenery then re-indexes the FS scenery library (
mid-flight... in either FSX
or FS9 !), refreshes the scenery, and the objects can be seen.
IIRC, by default the last scenery object placement project one worked on will NOT show in FS on the next re-start
until manually loaded via Instant Scenery.
One can circumvent this "managed scenery BGL" behavior by moving the Instant Scenery object placement BGL out of [FS install path]\Addon Scenery\Scenery into its own [project name]\Scenery folder active in the FS Scenery Library.
Alternatively, one can de-compile, then re-compile that scenery object placement BGL via FS SDK BGLComp to make it "generic" (...restoring "
virginity" ?).
When initially attempting to modify "virgin" default BGL object placement files created by using FS SDK BGLComp with Instant Scenery via a "Move" or "Delete", an error message is thrown by Instant Scenery that it is not a "compatible" format BGL file; that error no longer occurs
after saving object placement info "into" that BGL via Instant Scenery; it seems to allow the "Save" function without complaint.
All that being stated, it is possible, as I reflect upon the potential activities I was experimenting with at the time, that the larger custom FSX SP1 SDK 3-D light pole object which become "invisible" may have accidentally been deleted then replaced by Instant Scenery, and it was not being displayed due to the "BGL management" function of Instant Scenery not having been circumvented by me yet.
However, the mere fact that this apparent "BGL management" function is even possible in FS in a "non-mission mode", raises some interesting questions as to how it is done... and how to put this ability to use in one's own FS Development work to achieve some additional undocumented workarounds and features!
BTW: The free (limited usage area) demo of Instant Scenery includes the Manual, which might be of interest in understanding that program's intended functionality:
http://flight1.100megabyte.com/instantscenery_demo.exe
PS: I had found that on my (then) FS computer hardware, the "Exclusion Objects" by John Dutton had white tops on the cubes that were objectionable when I tinkered with them in FS9 (I didn't test them in FSX IIRC), so I never got as far as testing their ability to exclude scenery library objects (rather than just autogen objects... which was all I was trying to exclude at that time).
Hope this explains a bit more, for purposes of further inquiry into this !
GaryGB