Instant Scenery 3 and P3Dv4.
Not yet from what I have seen.
I'm using Arno's latest ModenConverterX for scenery placement and ground polys in V4. If you begin with a locked GPS image from SiteBuilderX, using the image and GPS coordinates from the SBX text file, you can create a calibration template of your scenery from GMAX or 3DS Max.
For your template, you only need a satellite image large enough to include all of your scenery objects, buildings etc. SBX will give you the four corners as Lat and Long stats.
Load that image into ADE via the add image option. Use the data from the text file as our four coordinates. Now that image should be exactly accurate in relation to the ADE runways and other airport data. This is your sacred template.
At this point, you can go to GMAX or 3DS Studio and create your calibration file for placing your scenery objects.
Create a new file and add a rectangle the exact same dimensions as the main runway in your scenery. ADE will give you those dimensions and most importantly the GPS coordinate of the center of that runway. Once you have created the rectangle, center that object to exactly zero for the X, Y and Z coordinates. Now your "runway" rectangle should be your visual reference point. I center mine a fraction above absolute zero to the grid using the Z axis.
Create a new rectangle the exact dimensions of your "template" bitmap from SBX. It does not have to be square, or a multiple of 512. If your bitmap is 1500 x 2100, then make your rectangle match exactly. Apply the bitmap to that rectangle. Now you can re-scale that rectangle until your runway is an exact fit on top of the satellite image. When you scale the image, be sure you maintain that X Y ratio by using the Uniform Scale Tool.
Once the adjusting has been done you should have a runway plane at the exact center of your grid, with a perfectly aligned image beneath it. This is your "sacred" working template so protect it. The SBX bitmap template is relative to north, so aligning the runway rectangle to the bitmap guarantees an exact heading, for all of the scenery objects after they have been centered to the grid.
With this "sacred" calibration map in place, you can either build or merge your various scenery objects into the project. You can have as many as you wish.
Once you have added all of the individual elements, they should be attached to each other to form a single element. I organize mine by texture sheets, which I create to accommodate an entire group of buildings. See the illustrations below.
Here's the most important part. Regardless of where the object cluster is located, the pivot point needs to be centered to zero on the grid. Absolute center, and make sure the Z axis is either at zero. or at the height above absolute zero you wish the object to sit.
Export out as an .mdl file from GMAX or .x file from 3DS Studio. What ever format suits your SDK is fine. I select the group and use Export as Selected, not the P3D or FSX tools. The SDK tools don't care.
Now you have a model or group, with an absolutely accurate GPS target that agrees with the ADE compiled airport model.
This .mdl file can be placed using the
ADE Runway GPS coordinates in
ModelConverterX. No need for instant scenery
and it is absolutely, dead nut accurate.
Arno has done an entire series of video tutorials on the Convert and Place Object and Ground Polygon Wizard techniques. I'm sure you've viewed them. MCX is also updated for V4, but I keep the older version just for backup if I run into a glitch in the new version...which has not happened yet and I'm in the process of converting allllllll of my modeling for V4. lol
I'll be happy to walk you through this if you are interested. It's actually very straight forward.
KRNO Reno Tahoe International: ANG "High Rollers" Base Master File in 3DS Studio Max