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	<id>http://www.fsdeveloper.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mdm248111</id>
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	<updated>2026-07-06T18:31:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Colored_Alpha_Channels_using_DXTBMP_and_MSPaint&amp;diff=7767</id>
		<title>Colored Alpha Channels using DXTBMP and MSPaint</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Colored_Alpha_Channels_using_DXTBMP_and_MSPaint&amp;diff=7767"/>
		<updated>2010-07-31T23:28:53Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: Colored Alpha Channels using DXTBMP and MSPaint moved to Texturing: Colored Alpha Channels using DXTBMP and MSPaint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this tutorial, I will explain how to create alpha channels with colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
1. Create your model file in your preferred modeling program. I use GMax so everything will be relative to using Gmax.&lt;br /&gt;
&lt;br /&gt;
2. Create a texture with the color you want to be translucent. Make sure that you save in a 24bit bitmap. For this purpose I will name the file &amp;quot;example.bmp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Create another texture in a shade of gray. The darker the gray, the more &amp;quot;see-through&amp;quot; the object will be. This texture must be the exact same size as the original. Save this as &amp;quot;alpha.bmp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Open DXTBMP. Load the original file (example.bmp).  Next, go to the top of the screen to the &amp;quot;Alpha&amp;quot; drop-down bar. Click &amp;quot;Import Alpha Channel.&amp;quot; Find the file &amp;quot;alpha.bmp&amp;quot; and click OK.&lt;br /&gt;
&lt;br /&gt;
5. Now you will save the file as your preferred FSX compatible texture (I use 32bit bmp.)&lt;br /&gt;
&lt;br /&gt;
6. In Gmax, click on the Material Editor. Create a Flight Sim X material. For the diffuse texture use &amp;quot;example.bmp&amp;quot; (the original file in 24bmp). Scroll down in the Material Editor and click &amp;quot;Set Default Transparent.&amp;quot; Also check &amp;quot;No Base Material Specular.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Save and export as .mdl and import using your preferred program (ADE9X, SBuilderX, etc.)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Colored_Alpha_Channels_using_DXTBMP_and_MSPaint&amp;diff=7766</id>
		<title>Colored Alpha Channels using DXTBMP and MSPaint</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Colored_Alpha_Channels_using_DXTBMP_and_MSPaint&amp;diff=7766"/>
		<updated>2010-07-31T23:22:10Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: New page: In this tutorial, I will explain how to create alpha channels with colors.   ----   1. Create your model file in your preferred modeling program. I use GMax so everything will be relative ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this tutorial, I will explain how to create alpha channels with colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
1. Create your model file in your preferred modeling program. I use GMax so everything will be relative to using Gmax.&lt;br /&gt;
&lt;br /&gt;
2. Create a texture with the color you want to be translucent. Make sure that you save in a 24bit bitmap. For this purpose I will name the file &amp;quot;example.bmp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Create another texture in a shade of gray. The darker the gray, the more &amp;quot;see-through&amp;quot; the object will be. This texture must be the exact same size as the original. Save this as &amp;quot;alpha.bmp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Open DXTBMP. Load the original file (example.bmp).  Next, go to the top of the screen to the &amp;quot;Alpha&amp;quot; drop-down bar. Click &amp;quot;Import Alpha Channel.&amp;quot; Find the file &amp;quot;alpha.bmp&amp;quot; and click OK.&lt;br /&gt;
&lt;br /&gt;
5. Now you will save the file as your preferred FSX compatible texture (I use 32bit bmp.)&lt;br /&gt;
&lt;br /&gt;
6. In Gmax, click on the Material Editor. Create a Flight Sim X material. For the diffuse texture use &amp;quot;example.bmp&amp;quot; (the original file in 24bmp). Scroll down in the Material Editor and click &amp;quot;Set Default Transparent.&amp;quot; Also check &amp;quot;No Base Material Specular.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Save and export as .mdl and import using your preferred program (ADE9X, SBuilderX, etc.)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7755</id>
		<title>Stupid FSX Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7755"/>
		<updated>2010-06-30T01:11:51Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: /* Scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Stupid FSX Tricks&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The idea is to have a repository for all the the little things hoops that FSX makes you jump through to build an aircraft or scenery.  If you have an issue that is stumping you, browse here to see if something applies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SDK ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeling and Animation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  When adding an animation tag to a part, the range of Key Frames must be entered before selecting the animation&lt;br /&gt;
&lt;br /&gt;
2. Never use the Mirror tool in the main tool bar, but only the modifier fly-out. Otherwise it looks good in gmax, but you&#039;ll have flipped normals in FS.&lt;br /&gt;
&lt;br /&gt;
3. When you want to give a material a name (in the Material Editor), open the Material Navigator before typing, otherwise gmax will crash. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texturing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Before exporting a texture, it must be flipped vertical.for fsx, when using photoshop or paintshop,download the free nvidia plugin.works with both...export as dds directly to texture folder.flip,dxt,image tool, not needed..and save as psd,psp.to project folder...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panels and Gauges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight Dynamics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exporting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GMAX Tricks&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
To set units correct in GMAX for easy export into ADE9X when using feet instead of metric:&lt;br /&gt;
&lt;br /&gt;
1. Customize &amp;gt; Preferences &amp;gt; General &amp;gt; System Unit Scale &amp;gt; &amp;quot;1 Unit = 1.0 Meters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Customize &amp;gt; Units Setup &amp;gt; US Standard &amp;gt; Decimal Feet   (1.5 ft = 1 foot 6 inches)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7754</id>
		<title>Stupid FSX Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7754"/>
		<updated>2010-06-30T01:11:37Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: /* Scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Stupid FSX Tricks&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The idea is to have a repository for all the the little things hoops that FSX makes you jump through to build an aircraft or scenery.  If you have an issue that is stumping you, browse here to see if something applies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SDK ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeling and Animation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  When adding an animation tag to a part, the range of Key Frames must be entered before selecting the animation&lt;br /&gt;
&lt;br /&gt;
2. Never use the Mirror tool in the main tool bar, but only the modifier fly-out. Otherwise it looks good in gmax, but you&#039;ll have flipped normals in FS.&lt;br /&gt;
&lt;br /&gt;
3. When you want to give a material a name (in the Material Editor), open the Material Navigator before typing, otherwise gmax will crash. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texturing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Before exporting a texture, it must be flipped vertical.for fsx, when using photoshop or paintshop,download the free nvidia plugin.works with both...export as dds directly to texture folder.flip,dxt,image tool, not needed..and save as psd,psp.to project folder...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panels and Gauges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight Dynamics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exporting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GMAX TRICKS&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
To set units correct in GMAX for easy export into ADE9X when using feet instead of metric:&lt;br /&gt;
&lt;br /&gt;
1. Customize &amp;gt; Preferences &amp;gt; General &amp;gt; System Unit Scale &amp;gt; &amp;quot;1 Unit = 1.0 Meters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Customize &amp;gt; Units Setup &amp;gt; US Standard &amp;gt; Decimal Feet   (1.5 ft = 1 foot 6 inches)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7753</id>
		<title>Stupid FSX Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7753"/>
		<updated>2010-06-30T01:10:48Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: /* Scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Stupid FSX Tricks&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The idea is to have a repository for all the the little things hoops that FSX makes you jump through to build an aircraft or scenery.  If you have an issue that is stumping you, browse here to see if something applies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SDK ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeling and Animation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  When adding an animation tag to a part, the range of Key Frames must be entered before selecting the animation&lt;br /&gt;
&lt;br /&gt;
2. Never use the Mirror tool in the main tool bar, but only the modifier fly-out. Otherwise it looks good in gmax, but you&#039;ll have flipped normals in FS.&lt;br /&gt;
&lt;br /&gt;
3. When you want to give a material a name (in the Material Editor), open the Material Navigator before typing, otherwise gmax will crash. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texturing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Before exporting a texture, it must be flipped vertical.for fsx, when using photoshop or paintshop,download the free nvidia plugin.works with both...export as dds directly to texture folder.flip,dxt,image tool, not needed..and save as psd,psp.to project folder...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panels and Gauges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight Dynamics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exporting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GMAX TRICKS&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
To set units correct in GMAX for easy export into ADE9X when using feet instead of metric:&lt;br /&gt;
&lt;br /&gt;
1. Customize &amp;gt; Preferences &amp;gt; General &amp;gt; System Unit Scale &amp;gt; &amp;quot;1 Unit = 1.0 Meters&amp;quot;&lt;br /&gt;
2. Customize &amp;gt; Units Setup &amp;gt; US Standard &amp;gt; Decimal Feet   (1.5 ft = 1 foot 6 inches)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7752</id>
		<title>Stupid FSX Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Stupid_FSX_Tricks&amp;diff=7752"/>
		<updated>2010-06-30T01:10:16Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: /* Scenery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Stupid FSX Tricks&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The idea is to have a repository for all the the little things hoops that FSX makes you jump through to build an aircraft or scenery.  If you have an issue that is stumping you, browse here to see if something applies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SDK ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeling and Animation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  When adding an animation tag to a part, the range of Key Frames must be entered before selecting the animation&lt;br /&gt;
&lt;br /&gt;
2. Never use the Mirror tool in the main tool bar, but only the modifier fly-out. Otherwise it looks good in gmax, but you&#039;ll have flipped normals in FS.&lt;br /&gt;
&lt;br /&gt;
3. When you want to give a material a name (in the Material Editor), open the Material Navigator before typing, otherwise gmax will crash. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texturing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Before exporting a texture, it must be flipped vertical.for fsx, when using photoshop or paintshop,download the free nvidia plugin.works with both...export as dds directly to texture folder.flip,dxt,image tool, not needed..and save as psd,psp.to project folder...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panels and Gauges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight Dynamics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exporting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
&lt;br /&gt;
To set units correct in GMAX for easy export into ADE9X when using feet instead of metric:&lt;br /&gt;
&lt;br /&gt;
1. Customize &amp;gt; Preferences &amp;gt; General &amp;gt; System Unit Scale &amp;gt; &amp;quot;1 Unit = 1.0 Meters&amp;quot;&lt;br /&gt;
2. Customize &amp;gt; Units Setup &amp;gt; US Standard &amp;gt; Decimal Feet   (1.5 ft = 1 foot 6 inches)&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7274</id>
		<title>Changing Airport ICAO</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7274"/>
		<updated>2010-01-11T00:35:14Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know there has been various threads in the ADE subforum about how to change an airport&#039;s ICAO. I decided to write this article to have it in stone about how to do it. Below is the process for FSX. In the example below, we will be changing 45J to KRCZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
1. Open the stock 45J (your airport) in ADE9X.&lt;br /&gt;
&lt;br /&gt;
2. Delete everything from the airport except the ARP, including runways, aprons, taxiways, etc.&lt;br /&gt;
&lt;br /&gt;
3. Go to File &amp;gt; Properties.&lt;br /&gt;
&lt;br /&gt;
4. Put 0.0001 in the Latitude, and 0.0001 in the Longitude. Also, change the elevation to 0. This will place the old airport(45J) in the center of the Atlantic.&lt;br /&gt;
&lt;br /&gt;
5.Save As &amp;quot;45J_ARP.&amp;quot; Now you want to compile. You must compile &amp;quot;45J_ARP&amp;quot; into your Microsoft Flight Sim X/Scenery/World/scenery folder. DO NOT OVERWRITE ANY OTHER FILES.&lt;br /&gt;
&lt;br /&gt;
6. Now, re-open the stock 45J again in ADE9X. All of the runways and taxiways, etc., will still be there. Go back to Properties, and change the ICAO to (in this case) KRCZ.&lt;br /&gt;
&lt;br /&gt;
7. Save As &amp;quot;KRCZ_ADEX_(your initials.) Now compile into the default folder (FSX/Addon Scenery/scenery.)&lt;br /&gt;
&lt;br /&gt;
8. You have now successfully changed the ICAO for any desired airport.&lt;br /&gt;
&lt;br /&gt;
[[category:Airport Design]]&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7273</id>
		<title>Changing Airport ICAO</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7273"/>
		<updated>2010-01-11T00:34:29Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know there has been various threads in the ADE subforum about how to change an airport&#039;s ICAO. I decided to write this article to have it in stone about how to do it. Below is the process for FSX. In the example below, we will be changing 45J to KRCZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
1. Open the stock 45J (your airport) in ADE9X.&lt;br /&gt;
&lt;br /&gt;
2. Delete everything from the airport except the ARP, including runways, aprons, taxiways, etc.&lt;br /&gt;
&lt;br /&gt;
3. Go to File &amp;gt; Properties.&lt;br /&gt;
&lt;br /&gt;
4. Put 0.0001 in the Latitude, and 0.0001 in the Longitude. Also, change the elevation to 0. This will place the old airport(45J) in the center of the Atlantic.&lt;br /&gt;
&lt;br /&gt;
5.Save As &amp;quot;45J_ARP.&amp;quot; Now you want to compile. You must compile &amp;quot;45J_ARP&amp;quot; into your Microsoft Flight Sim X/Scenery/World/scenery folder. DO NOT OVERWRITE ANY OTHER FILES.&lt;br /&gt;
&lt;br /&gt;
6. Now, re-open the stock 45J again in ADE9X. All of the runways and taxiways, etc., will still be there. Go back to Properties, and change the ICAO to (in this case) KRCZ.&lt;br /&gt;
&lt;br /&gt;
7. Save As &amp;quot;KRCZ_ADEX_(your initials.) Now compile into the default folder (FSX/Addon Scenery/scenery.)&lt;br /&gt;
&lt;br /&gt;
8. You have now successfully changed the ICAO for any desired airport.&lt;br /&gt;
&lt;br /&gt;
[[category:Airports]]&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7272</id>
		<title>Changing Airport ICAO</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Changing_Airport_ICAO&amp;diff=7272"/>
		<updated>2010-01-11T00:33:18Z</updated>

		<summary type="html">&lt;p&gt;Mdm248111: New page: I know there has been various threads in the ADE subforum about how to change an airport&amp;#039;s ICAO. I decided to write this article to have it in stone about how to do it. Below is the proces...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know there has been various threads in the ADE subforum about how to change an airport&#039;s ICAO. I decided to write this article to have it in stone about how to do it. Below is the process for FSX. In the example below, we will be changing 45J to KRCZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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1. Open the stock 45J (your airport) in ADE9X.&lt;br /&gt;
2. Delete everything from the airport except the ARP, including runways, aprons, taxiways, etc.&lt;br /&gt;
3. Go to File &amp;gt; Properties.&lt;br /&gt;
4. Put 0.0001 in the Latitude, and 0.0001 in the Longitude. Also, change the elevation to 0. This will place the old airport(45J) in the center of the Atlantic.&lt;br /&gt;
5.Save As &amp;quot;45J_ARP.&amp;quot; Now you want to compile. You must compile &amp;quot;45J_ARP&amp;quot; into your Microsoft Flight Sim X/Scenery/World/scenery folder. DO NOT OVERWRITE ANY OTHER FILES.&lt;br /&gt;
6. Now, re-open the stock 45J again in ADE9X. All of the runways and taxiways, etc., will still be there. Go back to Properties, and change the ICAO to (in this case) KRCZ.&lt;br /&gt;
7. Save As &amp;quot;KRCZ_ADEX_(your initials.) Now compile into the default folder (FSX/Addon Scenery/scenery.)&lt;br /&gt;
8. You have now successfully changed the ICAO for any desired airport.&lt;br /&gt;
&lt;br /&gt;
[[category:Airports]]&lt;/div&gt;</summary>
		<author><name>Mdm248111</name></author>
	</entry>
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