TAR: Difference between revisions
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{{lang}} | |||
==See also== | {{infotable | ||
*[https://harrygodden.com/index.php?page=software Download Page] | | download = https://harrygodden.com/index.php?page=software | ||
*[https://github.com/18swenskiq/CS-GO-Auto-Radar Gitbub Page] | | github = 18swenskiq/CS-GO-Auto-Radar | ||
*[https://m.youtube.com/watch?v=DANME4Fy7fI Tutorial by TopHATTwaffle] | | type = t2 | ||
| engine = 2 | |||
| platform = {{win|4}} | |||
}} | |||
{{tar|4.1}} ('''T'''erri '''A'''uto '''R'''adar) is a tool for {{csgo|4}}. This tool can generate radars for maps using brushes and entities in the [[VMF]] that belong to specific [[Grouping and VisGrouping|visgroup]]s. | |||
== Installation == | |||
;Copyfiles | |||
# Download it from the download page [[#See also|below]]. | |||
# Copy everything in <code>/bin_content/</code> to your csgo installation's <code>Counter-Strike Global Offensive/bin/</code> folder. | |||
# Copy everything in <code>/hammer_content/</code> to your csgo installation's <code>Counter-Strike Global Offensive/csgo/</code> folder. | |||
# Create a directory in your csgo installation's <code>Counter-Strike Global Offensive/bin/</code> folder named <code>tar</code>. | |||
# Copy everything in <code>/AutoRadar2.0.4/</code> to your csgo installation's <code>Counter-Strike Global Offensive/bin/tar/</code> folder | |||
;Command Sequences | |||
# Add a new compile profile in the [[Hammer Run Map Expert|expert compile mode]] of Hammer | |||
# Set its name to <code>[TAR] Generate Radar</code> | |||
# Set the executable to: <code>$exedir/bin/tar/AutoRadar.exe</code> | |||
# Set the args to: <code>-g $gamedir $path/$file</code> | |||
;FGD | |||
# Go to '''Tools > Options''' in Hammer | |||
# In the tab '''Game Configuration''' (that you are in by default), next to ''Game Data files'' click '''Add'''. | |||
# Find <code>tar_entities.fgd</code> and select it. | |||
== Usage == | |||
To get a rudimentary radar image, it is sufficient to fly around the map in Hammer, to select every brush or displacement that should be considered "ground" and to assign the visgroup '''tar_layout''' to them. When the previously created [TAR] compile option is run, it will create the necessary radar files for the map at the right place, including the radar image which is saved to <code>/csgo/resource/overviews/<mapname>_radar.[[w:DirectDraw Surface|dds]]</code>. | |||
{{tip|If you can't open a DDS file, adjust the <code>Output Mode</code> keyvalue of a <code>tar_config</code> entity to also get a PNG file.}} | |||
All brushes and entities that are part of the following visgroups will appear (or hide) some colored area on the resulting radar image. | |||
The brush entities {{ent|func_buyzone}} and {{ent|func_bomb_target}} are also regarded, if existent. | |||
For further customization, read through the effects of the other visgroups and the KeyValues of the <code>[[#tar_config|tar_config]]</code> entity. | |||
{{tip|To avoid something being drawn, it is sufficient to [[Hammer Hotkey Reference#QuickHiding|QuickHide]] it.}} | |||
=== [[Grouping and VisGrouping|Visgroups]] === | |||
{| class="standard-table" | |||
|- | |||
! Name !! Works with !! What to add !! Description | |||
|- id="tar_layout" | |||
| '''tar_layout''' | |||
| [[Brushes]], [[Displacements]] | |||
| Walkable ground | |||
| Everything in this group will generate a filled area on the radar with a color that depends on the z-height. | |||
|- id="tar_overlap" | |||
| '''tar_overlap''' | |||
| Brushes | |||
| Walkable ground that has walkable ground underneath, for example on ''de_mirage'', the wooden balcony on A site | |||
| Like tar_layout but yielding striped areas. This is drawn on top of tar_layout. | |||
|- id="tar_cover" | |||
| '''tar_cover''' | |||
| [[Prop Types Overview|Props]], [[Brush entity|brush entities]], ... | |||
| Everything that is "cover" such as crates and so forth | |||
| Like tar_layout but using a different gray color gradient by default. This is drawn on top of tar_layout. {{bug|hidetested=1|tar_cover that is underneath tar_overlap is not drawn.}} | |||
|- id="tar_mask" | |||
| '''tar_mask''' | |||
| Props, Brushes | |||
| Everything that is not playable area ''inside one of the above visgroups'' such as columns or clip walls | |||
| Everything in this group is "cropped" from the radar image yielding the radar background at the positions of these objects. For this purpose, [[skip]] brushes can be really useful. | |||
|} | |||
{{note|{{ent|func_instance}} is never drawn.}} | |||
{{note|When a brush or entity is copied (e.g. by shift-dragging), it inherits the visgroup. Remember this in case you encounter weird changes to the radar image.}} | |||
{{tip|If the existing brushes and entities are unfitting for these visgroups, there is always the workaround to create and use [[skip]] brushes instead. For example, this can be used to avoid having to split existing brushes only for the radar.}} | |||
=== [[Entity|Entities]] === | |||
For further customization of the radar image, there are the following entities. | |||
{| class="standard-table" | |||
|- | |||
! Icon | |||
! Classname | |||
! Description | |||
!width=50%| Keyvalues | |||
|- id="tar_config" | |||
| [[File:tar_config.png|64px]] | |||
|'''tar_config''' | |||
| Contains numerous keyvalues for the configuration of the radar image. There should be at most one. | |||
| {{ScrollBox| maxheight=32em| | |||
{{KV|Color Scheme|intn=colorScheme|choices}} | |||
:*0: Dust 2 | |||
:*1: Mirage | |||
:*2: Overpass | |||
:*3: Cache | |||
:*4: Inferno | |||
:*5: Train | |||
:*6: Nuke | |||
:*7: Vertigo | |||
:*-1: Custom Scheme | |||
:*-2: Use auto-gradient entities | |||
{{KV|Custom low level color|intn=customCol0|color255|What the color of the radar should be at the lowest points of the map}} | |||
{{KV|Custom middle level color|intn=customCol1|color255|What the color of the radar should be in the middle of the map}} | |||
{{KV|Custom high level color|intn=customCol2|color255|What the color of the radar should be at the heighest points of the map}} | |||
{{KV|Background Image|intn=background|string|/Counter-Strike Global Offensive/bin/tar/textures/<image.png>}} | |||
{{KV|Ambient Occlusion|intn=enableAO|choices}} | |||
:*0: Disabled | |||
:*1: Enabled | |||
{{KV|Ambient Occlusion Size|intn=aoSize|float|How far should ambient occlusion sample, in units.}} | |||
{{KV|Shadows|intn=enableShadows|choices}} | |||
:*0: Disabled | |||
:*1: Enabled | |||
{{KV|Outline|intn=enableOutline|choices}} | |||
:*0: Disabled | |||
:*1: Enabled | |||
{{KV|Outline width|intn=outlineWidth|float|How big should the outline be}} | |||
{{KV|Cover Color|intn=zColCover|color255|Color of the cover}} | |||
{{KV|Secondary Color Cover|intn=zColCover2|color255|Secondary height-based cover color}} | |||
{{KV|Outline Color|intn=zColOutline|color255|Color of the outline}} | |||
{{KV|AO Color|intn=zColAO|color255|Color of the ambient occlusion}} | |||
{{KV|Buyzone Color|intn=zColBuyzone|color255|Color of the buyzones}} | |||
{{KV|Objective Color|intn=zColObjective|color255|What color should objectives be?}} | |||
{{KV|Objective outline|intn=ObjectiveUseStripes|choices}} | |||
:*0: Normal | |||
:*1: Stripy | |||
{{KV|Visgroup<nowiki>:</nowiki> Layout|intn=vgroup_layout|string|Name of the visgroup that specifies the layout of the map}} | |||
{{KV|Visgroup<nowiki>:</nowiki> Mask|intn=vgroup_negative|string|Name of the visgroup that specifies subtractive brushes of the maps layout (use on walls)}} | |||
{{KV|Visgroup<nowiki>:</nowiki> Cover|intn=vgroup_cover|string|Name of the visgroup that specifies the cover of the map. Chuck all yr crates in here}} | |||
{{KV|Visgroup<nowiki>:</nowiki> Overlap|intn=vgroup_overlap|string|Name of this visgroup that specifies overlapping parts of the map}} | |||
{{KV|DDS Format|intn=ddsMode|choices}} | |||
:*0: DXT1 (standard) | |||
:*1: [csgo unsupported] DXT5 (transparency) | |||
:*2: [csgo unsupported] BRG888 (uncompressed) | |||
:*3: [csgo unsupported] BRGA888 (uncompressed) | |||
{{KV|Output mode|intn=outputMode|choices}} | |||
:*0: Radar .DDS⠀⠀ ⠀⠀ <nowiki>|</nowiki> .TXT | |||
:*1: Radar .DDS, .PNG <nowiki>|</nowiki> .TXT | |||
:*2: Radar .PNG⠀⠀ ⠀⠀ <nowiki>|</nowiki> .TXT | |||
:*3: Radar .DDS | |||
:*4: Radar .PNG | |||
{{KV|Sampling|intn=ssaam|choices}} | |||
:*0: Off | |||
:*1: 4x SSAA | |||
:*2: 16x SSAA | |||
:*3: FXAA (recommended) | |||
}} | |||
|- id="tar_color" | |||
| [[File:tar_color.png|64px]] | |||
|'''tar_color''' | |||
| If the '''Use auto-gradient entities''' parameter in '''tar_config''' is set, then this entity's color parameter is used for tar_layout and tar_overlap at this entity's z-height. | |||
| | |||
{{KV|Colo(u)r|intn=_light|color255}} | |||
|- id="tar_map_divider" | |||
| [[File:tar_map_divider.png|64px]] | |||
| '''tar_map_divider''' | |||
| Makes multiple map levels. In-game, a player below this entity will see the lower radar image and a player above it will see the higher one. Useful if there is too much overlapping. | |||
| | |||
{{KV|Mins|intn=mins|vector}} | |||
{{KV|Maxs|intn=maxs|vector}} | |||
|- id="tar_max" | |||
| [[File:tar_max.png|64px]] | |||
| '''tar_max''' | |||
|rowspan=2| Overrides the maximum/minimum height of the map. There should be at most one of each. Everything that is above/below this entity will have the same color on the radar image, no matter the z-height. | |||
| | |||
|- id="tar_min" | |||
| [[File:tar_min.png|64px]] | |||
| '''tar_min''' | |||
<!-- rowspan --> | |||
| | |||
|} | |||
== See also == | |||
* [https://harrygodden.com/index.php?page=software Download Page] | |||
* [https://github.com/18swenskiq/CS-GO-Auto-Radar Gitbub Page] | |||
* [https://m.youtube.com/watch?v=DANME4Fy7fI Tutorial by TopHATTwaffle] | |||
* [[Creating a working mini-map]] | |||
* [[JERC]] | |||
{{sdktools|0}} | |||
[[Category:Third Party Tools]] | |||
[[Category:Level Design]] | |||
__NOTOC__ |
Latest revision as of 07:19, 20 May 2025


TAR | |
---|---|
Download | |
Type | Third Party Tool |
Engine | ![]() |
Platforms | ![]() |
TAR (Terri Auto Radar) is a tool for
Counter-Strike: Global Offensive. This tool can generate radars for maps using brushes and entities in the VMF that belong to specific visgroups.
Installation
- Copyfiles
- Download it from the download page below.
- Copy everything in
/bin_content/
to your csgo installation'sCounter-Strike Global Offensive/bin/
folder. - Copy everything in
/hammer_content/
to your csgo installation'sCounter-Strike Global Offensive/csgo/
folder. - Create a directory in your csgo installation's
Counter-Strike Global Offensive/bin/
folder namedtar
. - Copy everything in
/AutoRadar2.0.4/
to your csgo installation'sCounter-Strike Global Offensive/bin/tar/
folder
- Command Sequences
- Add a new compile profile in the expert compile mode of Hammer
- Set its name to
[TAR] Generate Radar
- Set the executable to:
$exedir/bin/tar/AutoRadar.exe
- Set the args to:
-g $gamedir $path/$file
- FGD
- Go to Tools > Options in Hammer
- In the tab Game Configuration (that you are in by default), next to Game Data files click Add.
- Find
tar_entities.fgd
and select it.
Usage
To get a rudimentary radar image, it is sufficient to fly around the map in Hammer, to select every brush or displacement that should be considered "ground" and to assign the visgroup tar_layout to them. When the previously created [TAR] compile option is run, it will create the necessary radar files for the map at the right place, including the radar image which is saved to /csgo/resource/overviews/<mapname>_radar.dds
.

Output Mode
keyvalue of a tar_config
entity to also get a PNG file.All brushes and entities that are part of the following visgroups will appear (or hide) some colored area on the resulting radar image. The brush entities func_buyzone and func_bomb_target are also regarded, if existent.
For further customization, read through the effects of the other visgroups and the KeyValues of the tar_config
entity.

Visgroups
Name | Works with | What to add | Description |
---|---|---|---|
tar_layout | Brushes, Displacements | Walkable ground | Everything in this group will generate a filled area on the radar with a color that depends on the z-height. |
tar_overlap | Brushes | Walkable ground that has walkable ground underneath, for example on de_mirage, the wooden balcony on A site | Like tar_layout but yielding striped areas. This is drawn on top of tar_layout. |
tar_cover | Props, brush entities, ... | Everything that is "cover" such as crates and so forth | Like tar_layout but using a different gray color gradient by default. This is drawn on top of tar_layout. ![]() |
tar_mask | Props, Brushes | Everything that is not playable area inside one of the above visgroups such as columns or clip walls | Everything in this group is "cropped" from the radar image yielding the radar background at the positions of these objects. For this purpose, skip brushes can be really useful. |



Entities
For further customization of the radar image, there are the following entities.
Icon | Classname | Description | Keyvalues |
---|---|---|---|
![]() |
tar_config | Contains numerous keyvalues for the configuration of the radar image. There should be at most one. |
|
![]() |
tar_color | If the Use auto-gradient entities parameter in tar_config is set, then this entity's color parameter is used for tar_layout and tar_overlap at this entity's z-height. |
|
![]() |
tar_map_divider | Makes multiple map levels. In-game, a player below this entity will see the lower radar image and a player above it will see the higher one. Useful if there is too much overlapping. |
|
![]() |
tar_max | Overrides the maximum/minimum height of the map. There should be at most one of each. Everything that is above/below this entity will have the same color on the radar image, no matter the z-height. | |
![]() |
tar_min |
See also
|