Team Cereustooling wiki

Map Editor additions reference

Checkedagainst the code on 2026-11-12 11:36

Every panel, menu item and setting the team added to the Map Editor of the Smithbox fork (S:\Smithbox, branch mcp-bridge), with where to find it and the source file. Labels, defaults and setting names were read from the code. Source paths are relative to src/Smithbox.Program/. "ME" stands for Editors/Map Editor.

Settings are fields of CFG (Application/CFG.cs), saved in Smithbox's configuration file.

Panels

Panel title Open with Setting (default) Source Page
Object Palette View > Object Palette Interface_MapEditor_ObjectPalette (on) ME/Tools/Object Palette/ObjectPaletteTool.cs place-an-object.md
Variations View > Variations Panel Interface_MapEditor_Variations_Panel (on) ME/Tools/Variations/VariationsTool.cs poi-variations.md
Shortcuts View > Shortcuts Panel Interface_MapEditor_Shortcut_Panel (on) ME/Tools/Blender Keys/BlenderKeysTool.cs move-rotate-snap.md
Item Where Setting (default) Source
Object Palette View menu see Panels ME/MapEditorScreen.cs
Variations Panel View menu see Panels ME/MapEditorScreen.cs
Shortcuts Panel View menu see Panels ME/MapEditorScreen.cs
Blender-style Keys View menu MapEditor_Blender_Keys (on) ME/MapEditorScreen.cs
Hide Storm Effects Filters menu; Viewport Filters section of the Tools window (NR only) MapEditor_Storm_Effects_Hidden (on) ME/Framework/StormEffectsFilter.cs
Hide Light Shafts same MapEditor_Hide_Light_Shafts (off) ME/Framework/StormEffectsFilter.cs
Load Map (replaces the open maps) Map List, right-click an unloaded map ME/GUI/MapListView.cs, ME/MapUniverse.cs
Load Alongside Open Maps Map List, right-click an unloaded map; also Ctrl + double-click ME/GUI/MapListView.cs
Loading a map replaces the open ones Map List, right-click any map MapEditor_Load_Replaces_Open_Maps (on) ME/GUI/MapListView.cs
Show surrounding block maps as context Map List, right-click any map (NR and ER) MapEditor_Show_Block_Map_Context (on) ME/GUI/MapListView.cs, ME/Framework/BlockMapContext.cs

Object Palette controls

Control What it does Setting (default)
Map picker Target map for placement
Game: Nightreign / Game: Elden Ring combo (NR projects) Which game's models are shown ObjectPalette_Game (0 = project, 1 = Elden Ring)
Elden Ring Game folder field (inside the game combo) Path of the Elden Ring install; empty finds it through Steam ObjectPalette_ER_Game_Path (empty)
Re-render all previews (inside the game combo) Clears the previews kept on disk
Tabs Used in Map, Assets, Characters, Map Pieces, Recent Which list is shown (Elden Ring: Assets, Characters)
Search box Id, name, tag, or the map an asset is in
Place: anywhere combo and Clear Narrow to what a place uses
Category chips All, Lights & Fire, Containers, Plants, Structures, Rocks & Terrain, Props, Effects, Unsorted
Place: view centre / placement orb / beside selection Where Place and double-click put the object ObjectPalette_Place_Mode (0 = view centre)
Rotation: template / zero / random yaw Rotation of the placed object ObjectPalette_Rotation_Mode (0 = template)
Align to slope Tilt placed objects to the ground ObjectPalette_Align_To_Surface (off)
Clear IDs Clear entity ID and entity group IDs copied from the template ObjectPalette_Clear_Entity_IDs (on)
Named only Hide models with no name ObjectPalette_Named_Only (off)
Size slider Preview size, 64 to 256 ObjectPalette_Preview_Size (112)
Place, Replace selected, Select uses, Edit community name..., Copy model name Detail bar buttons and right-click menu (Copy model name is menu only)

Source: ME/Tools/Object Palette/ (ObjectPaletteTool.cs, PaletteGrouping.cs, ModelMapIndex.cs, EnemyParamDefaults.cs, ErAssetLibrary.cs, ErAssetImporter.cs, ErAssetNames.cs), previews in Renderer/Model Preview/, names in Editors/Common/Utils/CommunityNames.cs.

Variations panel controls

Show only the focused variation, the table (Var, Name, Contents, Actions with Select), Save name, Copy as new variation vN, New entity IDs, Delete..., Move to vN, Make shared, Names registry (setting MapEditor_Variation_Registry_Path, empty by default), How variations reach the game. Source: ME/Tools/Variations/VariationsTool.cs.

Shortcuts panel controls and keys

Control Setting (default)
Blender-style keys checkbox MapEditor_Blender_Keys (on)
Blender rotate gizmo checkbox (shown when the keys are on) MapEditor_Blender_Rotate_Gizmo (on)

The full key table is on move-rotate-snap.md. Sources: ME/Tools/Blender Keys/BlenderKeysTool.cs, ME/Tools/Blender Keys/BlenderRotateGizmo.cs, ME/Tools/Surface Snap/SurfaceSnap.cs (End / Shift+End), Editors/Viewport/Framework/ClickSelection.cs (click to deselect, Shift+click toggle).

Behaviour with no control of its own

Behaviour Setting (default) Source Page
Placed or replaced enemies get their own NpcParam, NpcThinkParam and no patrol ME/Tools/Object Palette/EnemyParamDefaults.cs place-an-object.md
Replace selected renames references to the part ME/Utils/MapReferenceRename.cs place-an-object.md
NR m60 / m61 tiles and blocks load at their world offset ME/Framework/Connections/MapConnections_NR.cs block-maps-and-far-objects.md
Layered tile copies are lit with the layer 0 tile's bake ME/Data/IrradianceVolumeBank.cs block-maps-and-far-objects.md
Collision overlays hidden by default, turned off once for old configs MapEditor_BasicFilter_Collision, _ConnectCollision, _ObjectCollision (off); MapEditor_Overlay_Defaults_Applied ME/Framework/BasicFilters.cs rendering.md
Navmesh shown by default, restored once MapEditor_BasicFilter_Navmesh (on); MapEditor_Navmesh_Default_Restored ME/Framework/BasicFilters.cs rendering.md
NR terrain blends, far colours, snow, crystal, waterfalls, lakes Renderer/Materials/MaterialDefinition.cs, Renderer/Resource Types/FlverResource.cs, Smithbox.Data/Assets/Material Definitions/NR_Blends.json, Smithbox.Data/Assets/Shaders/FlverShader/ rendering.md

Project-level additions

Item Where Setting (default) Source Page
Additional Mod Folders Projects window, Settings section stored in the project's project.json (AdditionalModPaths) Editors/Project Editor/GUI/ProjectConfigureMenu.cs, Editors/Project Editor/ProjectVFS.cs project-setup.md
Move Project Folder... Projects window, Settings section, under Project Directory Editors/Project Editor/Utilities/ProjectMover.cs project-setup.md
Reopen Where You Left Off Preferences, Project, General Project_Restore_Session (on) Editors/Project Editor/Utilities/SessionState.cs, Preferences/Definitions/ProjectPrefs.cs project-setup.md
Eclipse character names (tag eclipse) everywhere character names show Smithbox.Data/Assets/Aliases/NR/Characters.json project-setup.md

Files

File Written by
<project>/.smithbox/Assets/Aliases/<type>.json Edit community name...
<project>/.smithbox/Preview Cache/*.prev Object Palette previews
<project>/.smithbox/Model Map Index <game>.json Object Palette map search (project and er)
<project>/.smithbox/er_asset_imports.json Elden Ring asset copies
<project>/.smithbox/er_asset_names.json Names for Elden Ring assets
<project>/.smithbox/variation-names.json Variations panel names
%LOCALAPPDATA%\Smithbox\Sessions\<project guid>.json Reopen Where You Left Off (SMITHBOX_SESSION_DIR moves it)

Not on this branch yet

Area editing (direct editing of block-map objects, Near / Far placement, grouped map list): see area-editing.md.

Covered on other pages

generate-navmesh.md, port-er-map.md, script-editor.md, send-bug-report.md, mcp-bridge.md, build-smithbox.md.

Source files this page documents (10)
  • smithbox:src/Smithbox.Program/Application/CFG.cs
  • smithbox:src/Smithbox.Program/Editors/Map Editor/MapEditorScreen.cs
  • smithbox:src/Smithbox.Program/Editors/Map Editor/GUI/MapListView.cs
  • smithbox:src/Smithbox.Program/Editors/Map Editor/Tools/Object Palette/
  • smithbox:src/Smithbox.Program/Editors/Map Editor/Tools/Blender Keys/
  • smithbox:src/Smithbox.Program/Editors/Map Editor/Tools/Variations/VariationsTool.cs
  • smithbox:src/Smithbox.Program/Editors/Map Editor/Framework/StormEffectsFilter.cs
  • smithbox:src/Smithbox.Program/Editors/Map Editor/Framework/BlockMapContext.cs
  • smithbox:src/Smithbox.Program/Editors/Project Editor/GUI/ProjectConfigureMenu.cs
  • smithbox:src/Smithbox.Program/Editors/Project Editor/Utilities/SessionState.cs

Changed one of these? Update this page: smithbox/reference.md (how).