Compiling is the process that Airport Design Editor uses to convert your project into Bgl files that can be read with FSX. There are two compilers uses. BglComp and Shp2Vec. These are both part of the FSX SDK. You must have the deLuxe Edition of FSX or Acceleration Pack to get access to these. ADE is really not very useful without the compilers!
 
To compile you must have an airport project active and either select Compile Airport from the File Menu or use the Ctrl+C Shortcut.
 

 
You will be asked to confirm of enter the name of the airport for the compiled file name(s)
 

 
If all goes well then you will see a temporary message telling you that the airport has been
compiled successfully
 

 
If something goes wrong then you will see the compiler output window.
 

 
There are two reasons for the compiler output window to be displayed:
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ERROR You have an error or fault in your airport. If you see a message that shows errors then something has gone wrong. It is unusual for Airport Design Editor to generate compiler errors but it can happen especially when the original airport has not come from ADE. Also very common is the error that Boundary Fences are not recognized. This is an indication that you are using the original version of BglComp and you must update it
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WARNING. The only reason we see for warnings is that you have an object placed outside the Test Radius set for the airport. This is most likely when you have Cross Wind Runways. The warning will not stop the compilation being completed.
 
 
SPLIT COMPILE
ADE now provides the user with a choice when compiling:
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A single bgl file containing airport, objects and models
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Two bgl files. The first containing the airport and the second containing stock object exclusions, stock object placement, user object placement and user mdl files. The airport bgl file is named as now. The scenery object file has OBJ at the end. Thus if the airport file is KHUT_ADE_JM.bgl then the scenery object file will be KHUT_ADE_JM_OBL.bgl.
 
This is set in the Program Options > General Tab >

 
Check this for separate files, un-check for a single Bgl file. ADE handles everything from there.
 
 
WHAT FILES ARE GENERATED
ADE can generate up to four Bgl files depending on your settings and other actions.
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The airport file. ABCD_ADE_EF.bgl which may also contain scenery elements depending on your setting as described above
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The scenery file. ABCD_ADE_EF_OBJ.bgl if you selected to split the compile and located with the airport file
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The terrain file. ABGD_ADE_EF_CVX.bgl located with the airport file
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The airport altitude adjustment file. ABCD_ADE_EF_ALT.bgl. This is created if you have modified the airport altitude and is located in the Scenery\World\Scenery Folder.