The fork draws Nightreign maps closer to the game than stock Smithbox, and adds toggles to hide things that get in the way of editing.
Status: the toggles, their labels, defaults and setting names were read against the code. The list of what the renderer draws comes from the commit notes of each change and a skim of the files, not from a line-by-line read of the shader. None of it was compared with the game for this page.
What the fork renders for Nightreign
These have no toggle of their own. They draw when viewport texturing is on.
| What | How it is drawn |
|---|---|
| Terrain blends | Limveld terrain (M[AMSN_V][Mb4][3Mask][Far_AN], its cheap_A variant and [Mb4][Far_AN]_CL) blends its layers with the per-block mask instead of showing the grass base everywhere. |
| Terrain far colours | Each terrain layer fades into a far albedo times a per-layer colour, and each normal into a far normal, by camera distance. |
| Lakes | cheap_B has its own blend recipe. Volume water reflects the fog's light, and shows a plain blue-green in Editor render mode instead of white. |
| Waterfalls | M[Waterfall2] and its _Transparent variant are alpha blended with the game's colour formula. The game dithers the coverage and warps it with a flow map; the editor does neither. |
| Snow | [Snow] and [Snow_VtxMask] materials mix snow over the base texture by how much the surface faces up (and by a vertex mask for the VtxMask ones). Before, these models came out white. |
| Crystal | M[Crystal] mixes its white rim colour into the facing colour by view angle. Crystal-veined stone (M[AMSN_V][Ov_N][Crystal]) has a blend recipe. |
| Fog, ground fog, light spots, light shafts | Drawn additive and unlit, like flames. Light spots show as a faint glow. |
The blend recipes are in Assets/Material Definitions/NR_Blends.json.
Grass: the fork added nothing for grass. Stock Smithbox has a Grass filter (below), off by default.
Toggles and where they are
Open Filters in the Map Editor's menu bar, or the Viewport Filters section of the Tools window (View > Tools). Both change the same things.
| Toggle | Where | Default | Setting |
|---|---|---|---|
| Hide Storm Effects | Filters menu, below Filter Presets; Viewport Filters section | on (hidden) | MapEditor_Storm_Effects_Hidden |
| Hide Light Shafts | same two places | off (shown) | MapEditor_Hide_Light_Shafts |
| Map collision | Filters menu; Map Collision in Viewport Filters | off | MapEditor_BasicFilter_Collision |
| Connect collision | Filters menu; Connect Collision in Viewport Filters | off | MapEditor_BasicFilter_ConnectCollision |
| Asset collision | Filters menu; Asset Collision in Viewport Filters | off | MapEditor_BasicFilter_ObjectCollision |
| Navmesh | Filters menu; Navmesh in Viewport Filters | on | MapEditor_BasicFilter_Navmesh |
| Grass | Filters menu; Grass in Viewport Filters | off | MapEditor_BasicFilter_Grass |
The two storm toggles are only shown for Nightreign projects. The Filters menu item names for collision and navmesh come from the localisation file and were not copied here; the Viewport Filters names above are exact.
Storm effects
Hide Storm Effects hides the tornado over POIs and the debris around it: asset models AEG596_530, _532,
_533, _534, _600 to _603, and AEG399_533, _534, _600 to _603. It applies to every loaded map,
including the far copies in block maps (block-maps-and-far-objects.md).
Hide Light Shafts hides AEG396_920, the tall beams of light placed over every POI and boss map.
Both change editor visibility only. The parts stay in the map and are saved unchanged. The filter re-applies when a setting or the set of loaded maps changes; in between, a part you show or hide by hand keeps its state.
The Rendering tool also has a light shafts checkbox under its post effects (Viewport_Post_Light_Shafts). That is a
screen effect of the map lighting, not these asset models. Its exact label was not read for this page.
Collision and navmesh defaults
- Map collision, connect collision and asset collision start hidden. Configs saved before this change have them
turned off once (
MapEditor_Overlay_Defaults_Applied). - Navmesh starts shown. An earlier build hid it once; configs that went through that get it turned back on once
(
MapEditor_Navmesh_Default_Restored). See generate-navmesh.md.
Filter presets
Filters > Filter Presets has six presets. Preset 3 is named "Collision & Navmesh" by default. Picking a preset replaces the current draw filter.
Render mode
The viewport menu has Rendering Mode: Editor (fullbright, lighting and screen effects off) and Rendering Mode: Game (the Rendering tool's settings decide). This is stock Smithbox; the fork's lake and waterfall drawing takes it into account.
How to tell it worked
- With Hide Storm Effects on, no tornado or debris columns stand over POIs.
- Terrain shows several ground textures with soft borders, not one grass texture.
- Snowy assets show their base texture with snow on top, not plain white.
What goes wrong
- Everything is untextured. Viewport texturing is off (preference Enable Texture Rendering).
- A purple sheet covers the map. That is the navmesh. Turn Navmesh off in Viewport Filters.
- The tornado came back. A part shown by hand stays shown until a setting or the loaded maps change.
Through the MCP bridge
render_filter shows or hides kinds of things, like the Viewport Filters section. The bridge also has set_visible
(show or hide single objects in the editor) and viewport_setting, which smithbox_mcp.py does not wrap.
See mcp-bridge.md.