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| {{infotable | | {{SoftwareBox |
| |download=https://discord.gg/6RwR6SYBW6 | | <!-- Basic info --> |
| |type=t2 | | | title = RadGen |
| |engine=2
| | |
| |platform={{windows|4}} | | <!-- Details --> |
| | | initial_release = Dec 06, 2024 |
| | | stable_release = Dec 22, 2024 |
| | | written_in = csharp |
| | | distribution = Free software |
| | | type = Radar generator • Overview generator • Map tool |
| | | download = https://radargenerator.github.io/ |
| | |
| | <!-- Operating system(s)--> |
| | | windows = 1 |
| | |
| | <!-- Target engine(s)--> |
| | | source2 = 1 |
| | |
| }} | | }} |
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| '''RadGen''' (Radar Generator) is a tool for {{cs2|4}}. This tool can generate highly customisable overviews for maps using meshes, entities and/or materials, by assigning them to specific Selection Sets.
| | {{radgen|4}} (Radar Generator) is a tool for {{cs2|4}}. This tool can generate highly customisable overviews for maps using meshes, entities and/or materials, by assigning them to specific Selection Sets. |
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| It can also be used in either a [[Material]] based workflow, or a Selection Set based workflow. | | It can also be used in either a [[Material]] based workflow, or a Selection Set based workflow, supporting meshes or props in any setups. |
| __NOTOC__ | | __NOTOC__ |
| ==Installation== | | ==Installation== |
| ;Download .NET Runtimes
| | # Download the latest version here: https://radargenerator.github.io/ |
| # Download and install the latest .NET 5 runtime
| |
| # Download and install the latest .NET Core 3.1 runtime | |
| # Download and install the latest .NET Framework 4.5 runtime
| |
| # This file may also be needed to create VTFs for Danger Zone maps: https://www.microsoft.com/en-ie/download/details.aspx?id=48145
| |
| ;Copy Files
| |
| # Extract the contents of the zip folder into your Game folder. It should be somewhere like C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game
| |
| {{note|If you want to use Yanzl's sbsar file for making valve style overviews, move it wherever you would prefer it to be. If not, delete it.}}
| |
| ;FGD
| |
| # Copy <code>radgen_entities.fgd</code> to your /game/csgo folder.
| |
| # Copy <code>gameinfo.gi</code> to your /game/csgo_core folder and overwrite the file currently there. Alternatively, just add the line '"radgen_entities.fgd" "1"' under Hammer -> fgd_files in the hierarchy.
| |
| # This last step currently disables you from playing on official Valve servers. Remove this change to be able to play on Valve servers again.
| |
| ;Command Sequences
| |
| # Source 2's Hammer does not allow you to set custom compile settings, meaning that RadGen cannot be ran from within Hammer currently. To generate your radar, you will need to run the .exe provided in a console window, like so (Windows):
| |
| # Search for "cmd" in Windows search bar
| |
| # Depending on where CSGO/CS2 is stored on your machine, replacing the "...", type cd ...\Counter-Strike Global Offensive\game\bin\JERC2\JERC2
| |
| # Depending on where CSGO/CS2 is stored on your machine, replacing the "...", type RadGen.exe -g "...\Counter-Strike Global Offensive\game\csgo" -vmapFilepath "...\Counter-Strike Global Offensive\content\csgo_addons\{addonnameHere}\maps\{mapnameHere}.vmap.txt"
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| | |
| ==Bundled Software==
| |
| Included with RadGen is Yanzl's '''radargen_radgen.sbsar''' file, which allows you to create a Valve style radar with ease using RadGen and Substance Designer.
| |
| # Enable '''Export Raw Masks''' in '''radgen_config'''.
| |
| # Generate the overview using RadGen. Raw mask files will be exported to the '''/_radgen_extras''' folder
| |
| # Drag '''radargen_radgen.sbsar''' into Substance Designer, and use the raw mask files as inputs.
| |
| # Save as '''.tga''' file format.
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| ==Usage== | | ==Usage== |
| To get started, add a '''radgen_config''' entity into the map.
| | Download and run RadGen, in the top left click on File -> New. Browse to the folder where your .vmap file is located, and select it. This will create a new RadGen project file (.radgen) next to your .vmap file. |
| | This will also copy the RadGen textures into the addon the map is located in. |
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| Two auto Selection Sets are created automatically: 'RadGen - Point Entities' & 'RadGen - Mesh Entities'.
| | You can use these two workflows in order to add map meshes and props to your radar: |
| It is potentially recommended to disable these when compiling a level, as some meshes may be visible in-game when tied to certain entities.
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| There are two workflows supported by RadGen:
| | # Material based workflow |
| # [[Material]] based workflow | |
| # Selection Set based workflow | | # Selection Set based workflow |
| | {{note|These workflows can be used interchangeably, and at the same time. There are no configuration changes needed to work in either way.}} |
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| |
|
| ==Workflow 1 ([[Material]] based)==
| | Mesh entities including Buyzones, Bombsites and Rescue Zones, are drawn by default, however special materials for these are also included for special cases. |
| You may want to use separate meshes to your playable map itself. I find this a much cleaner way to work with overviews, and it removes the annoyance of having to check Selection Sets every time you duplicate a mesh to make sure you don't accidentally leave it inside a wrong Selection Set.
| |
| Everything for the radar should go into a custom Selection Set named RadGen (including '''radgen_box''' mesh entities), excluding the point entities.
| |
| | |
| RadGen will only display mesh faces with a RadGen texture applied to them (except Ignore). These include Path, Overlap, Cover, Door, Ladder and Danger. Remove is the exception, which will not allow anything to display within its volume.
| |
| Ignore will be completely ignored, and is just a nice way to show mesh faces you don't want to draw.
| |
| You can apply the textures to all faces on a mesh, but it may cause slight issues when using stroke around your meshes, so if you notice any slight issues with stroke then that is likely the cause. In this scenario, only apply the texture to the top face.
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| Mesh entities such as bombsites are drawn. For bombsites, you can set A and B by giving them the targetnames 'bombsite_a' and 'bombsite_b'.
| | To generate the radar, click the 'Generate Radar' button on the bottom of the settings panel in RadGen. |
| However, you might prefer to create separate meshes using the RadGen bombsite materials, for example. These take priority over entities.
| |
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| ===Selection Set=== | | ===RadGen Mesh Types=== |
| {| class="standard-table" | | {| class="standard-table" |
| |- | | |- |
| ! Name !! Works with !! What to add !! Description | | ! Name !! Description !! Description |
| |- id="radgen" | | |- id="radgen_path" |
| | '''radgen''' | | | '''Path''' |
| | Meshes, [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]] | | | Accessible path areas. |
| | Everything. | | | The accessible ground areas the player can walk on. |
| | Everything in here will be used when generating the overview. | | |- id="radgen_cover" |
| | | '''Cover''' |
| | | Cover. |
| | | The cover in the level, displayed on top of paths. |
| | |- id="radgen_overlap" |
| | | '''Overlap''' |
| | | Accessible overlapping ground areas. |
| | | The accessible path areas the player can walk on that are above a '''radgen_path''' area in the same overview level. |
| | |- id="radgen_remove" |
| | | '''Remove''' |
| | | Inaccessible path areas. |
| | | The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy meshwork. |
| | |- id="radgen_buyzone" |
| | | '''Buyzone''' |
| | | Buyzones. |
| | | The Buyzones, these are usually picked up automatically from the map entity but a special material also exists. |
| | |- id="radgen_bombsite" |
| | | '''Bombsite''' |
| | | Bombsites. |
| | | The Bombsites, these are usually picked up automatically from the map entity but a special material also exists. |
| | |- id="radgen_tint" |
| | | '''Tint''' |
| | | Tints. |
| | | When an object has this type, it will use the hammer render color as its color, instead of the RadGen gradient. |
| | |- id="radgen_rescuezone" |
| | | '''RescueZone''' |
| | | Rescue Zones. |
| | | The Rescue Zones, these are usually picked up automatically from the map entity but a special material also exists. |
| |} | | |} |
| | |
| | ==Workflow 1 ([[Material]] based)== |
| | Unless in a RadGen selection set, RadGen will only display mesh faces with a RadGen texture applied to them. These include Path, Cover, Overlap, Remove, Bombsite, Buyzone, and Rescue Zone. |
| | |
| | You can apply the textures to any face of a mesh. |
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| ===[[Material|Materials]]=== | | ===[[Material|Materials]]=== |
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| |- id="Path" | | |- id="Path" |
| | [[File:RadGen path.png|64px]] | | | [[File:RadGen_Path.png|64px]] |
| |'''radgen/path''' | | |'''radgen/path''' |
| | Displays a Path. | | | Displays a Path. |
| | |
| | |- id="Cover" |
| | | [[File:RadGen_Cover.png|64px]] |
| | |'''radgen/cover''' |
| | | Displays Cover. |
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| |- id="Overlap" | | |- id="Overlap" |
| | [[File:RadGen overlap.png|64px]] | | | [[File:RadGen_Overlap.png|64px]] |
| |'''radgen/overlap''' | | |'''radgen/overlap''' |
| | Displays an Overlap. | | | Displays an Overlap. |
|
| |
| |- id="Cover"
| |
| | [[File:RadGen cover.png|64px]]
| |
| |'''radgen/cover'''
| |
| | Displays cover.
| |
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| |- id="Remove" | | |- id="Remove" |
| | [[File:RadGen remove.png|64px]] | | | [[File:RadGen_Remove.png|64px]] |
| |'''radgen/remove''' | | |'''radgen/remove''' |
| | Defines a volume to not display anything in. | | | Pixels under Remove geometry will not be rendered |
| | |
| |- id="Door"
| |
| | [[File:RadGen door.png|64px]]
| |
| |'''radgen/door'''
| |
| | Defines a volume as a Door.
| |
| | |
| |- id="Ladder"
| |
| | [[File:RadGen ladder.png|64px]]
| |
| |'''radgen/ladder'''
| |
| | Defines a volume as a Ladder.
| |
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| |- id="Danger" | | |- id="Bombsite" |
| | [[File:RadGen danger.png|64px]] | | | [[File:RadGen_Bombsite.png|64px]] |
| |'''radgen/danger''' | | |'''radgen/bombsite''' |
| | Defines a volume as a Danger. | | | Defines a volume as a Bombsite. |
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| |- id="Buyzone" | | |- id="Buyzone" |
| | [[File:RadGen buyzone.png|64px]] | | | [[File:RadGen_Buyzone.png|64px]] |
| |'''radgen/buyzone''' | | |'''radgen/buyzone''' |
| | Defines a volume as a Buyzone. | | | Defines a volume as a Buyzone. |
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| |- id="Bombsite_A" | | |- id="Tint" |
| | [[File:RadGen bombsite a.png|64px]] | | | [[File:radgen_tint.png|64px]] |
| |'''radgen/bombsite_a''' | | |'''radgen/tint''' |
| | Defines a volume as a Bombsite A. | | | When an object has this type, it will use the hammer render color as its color, instead of the RadGen gradient. |
| | |
| |- id="Bombsite_B"
| |
| | [[File:RadGen bombsite b.png|64px]]
| |
| |'''radgen/bombsite_b'''
| |
| | Defines a volume as a Bombsite B.
| |
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| |- id="Rescue_Zone" | | |- id="Rescue_Zone" |
| | [[File:RadGen rescue zone.png|64px]] | | | [[File:RadGen_Rescue_Zone.png|64px]] |
| |'''radgen/rescue_zone''' | | |'''radgen/rescue_zone''' |
| | Defines a volume as a Rescue Zone. | | | Defines a volume as a Rescue Zone. |
| | |} |
|
| |
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| |- id="Hostage"
| | ==Workflow 2 (Selection Set based)== |
| | [[File:RadGen hostage.png|64px]]
| | You can also use the same workflow as [[TAR|TAR]] and [[JERC|JERC]] (CS:GO auto radar tools), avoiding the need of using the RadGen materials, and allowing you to use your already placed meshes for the overview. |
| |'''radgen/hostage'''
| |
| | Defines a volume as a Hostage.
| |
| | |
| |- id="T_Spawn"
| |
| | [[File:RadGen t spawn.png|64px]]
| |
| |'''radgen/t_spawn'''
| |
| | Defines a volume as T Spawn.
| |
|
| |
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| |- id="CT_Spawn"
| | Most objects can be added to a selection set, for example: props, meshes, and mesh entities. |
| | [[File:RadGen ct spawn.png|64px]]
| |
| |'''radgen/ct_spawn'''
| |
| | Defines a volume as CT Spawn.
| |
|
| |
|
| |- id="Ignore"
| | Currently, only object selection sets are supported, face and edge selection sets with not work. |
| | [[File:RadGen ignore.png|64px]]
| |
| |'''radgen/ignore'''
| |
| | Does nothing, an option for unused mesh sides.
| |
| | |
| |- id="RadGen_overlays"
| |
| | [[File:RadGen radgen overlays.png|64px]]
| |
| |'''radgen/radgen_overlays'''
| |
| | Example for use on info_overlay and radgen_info_overlay entities. Optional.
| |
| | |
| |- id="RadGen_Box"
| |
| | [[File:RadGen radgen box.png|64px]]
| |
| |'''radgen/radgen_box'''
| |
| | Example for use on radgen_box entities. Optional.
| |
| |}
| |
| | |
| ==Workflow 2 (Selection Set based)==
| |
| You can also use the same workflow as [[TAR|TAR]], avoiding the need of using the RadGen materials, and allowing you to use your already placed meshes for the overview.
| |
| The available selection sets are: 'radgen_remove', 'radgen_path', 'radgen_overlap', 'radgen_cover', 'radgen_door', 'radgen_ladder', 'radgen_danger'.
| |
| You will want to place anything else in the normal 'radgen' Selection Set, as done in the [[Material]] based workflow.
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|
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| ===Selection Sets=== | | ===Selection Sets=== |
| {| class="standard-table" | | {| class="standard-table" |
| |- | | |- |
| ! Name !! Works with !! What to add !! Description | | ! Name !! Description !! Description |
| |- id="radgen_path" | | |- id="radgen_path" |
| | '''radgen_path''' | | | '''radgen_path''' |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Accessible path areas. | | | Accessible path areas. |
| | The accessible ground areas the player can walk on. | | | The accessible ground areas the player can walk on. |
| | |- id="radgen_cover" |
| | | '''radgen_cover''' |
| | | Cover. |
| | | The cover in the level, displayed on top of paths. |
| |- id="radgen_overlap" | | |- id="radgen_overlap" |
| | '''radgen_overlap''' | | | '''radgen_overlap''' |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Accessible overlapping ground areas. | | | Accessible overlapping ground areas. |
| | The accessible path areas the player can walk on that are above a '''radgen_path''' area in the same overview level. | | | The accessible path areas the player can walk on that are above a '''radgen_path''' area in the same overview level. |
| |- id="radgen_cover" | | |- id="radgen_tint" |
| | '''radgen_cover''' | | | '''radgen_tint''' |
| | Meshes, [[Mesh_entity|Mesh Entities]] | | | Tintable objects. |
| | Cover.
| | | An object which has this type will use the hammer render color as its color, instead of the RadGen gradient. |
| | The cover in the level, displayed on top of paths. | |
| |- id="radgen_remove" | | |- id="radgen_remove" |
| | '''radgen_remove''' | | | '''radgen_remove''' |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Inaccessible path areas. | | | Inaccessible path areas. |
| | The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy meshwork. | | | The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy meshwork. |
| |- id="radgen_door"
| |
| | '''radgen_door'''
| |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Doors.
| |
| | The doors in the level.
| |
| |- id="radgen_ladder"
| |
| | '''radgen_ladder'''
| |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Ladders.
| |
| | The ladders in the level.
| |
| |- id="radgen_danger"
| |
| | '''radgen_danger'''
| |
| | Meshes, [[Mesh_entity|Mesh Entities]]
| |
| | Any dangerous places in the level.
| |
| | Adds a semi-transparent overlay on top of accessible paths in a level, denoting that these areas can damage players.
| |
| |- id="radgen"
| |
| | '''radgen'''
| |
| | Meshes, [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]]
| |
| | Everything else.
| |
| | Any other materials/entities that do not have their own selection set should be added here, as they support the [[Material]] Based workflow only.
| |
| |} | | |} |
|
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| ==[[Entity|Entities]]==
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| These entities allow for greater customisation of radars.
| |
| {| class="standard-table"
| |
| |-
| |
| ! Icon
| |
| ! Classname
| |
| ! Description
| |
| !width=50%| Keyvalues
| |
|
| |
| |- id="radgen_config"
| |
| | [[File:radgen config.png|64px]]
| |
| |'''radgen_config'''
| |
| | Configure the main functionality.
| |
| | {{ScrollBox| maxheight=32em|
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| {{KV|Workshop ID|intn=workshopId|string|Used for Danger Zone maps for duplicating the overview (for the tablet) into the correct location for packing}}
| |
| {{KV|Overview Gamemode Type|intn=overviewGamemodeType|choices|For export filepath purposes only. Standard = .../resource/overviews/..., Danger Zone = .../materials/models/weapons/v_models/tablet/... & .../materials/panorama/images/survival/spawnselect/...}}
| |
| :*0: Standard
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| :*1: Danger Zone
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| {{KV|Danger Zone Uses|intn=dangerZoneUses|choices|Defines which filepaths to export the overview to (only used if Overview Gamemode Type is set to Danger Zone)}}
| |
| :*0: Both
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| :*1: Tablet
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| :*2: Spawn Select
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| {{KV|Alternate Output Directory|intn=alternateOutputPath|string|DO NOT USE BACKSLASHES. An alternate base output directory. Leave blank if you want to output to /game/csgo/ only. Don't include /resource/overviews/. Eg. C:/Dropbox/RadGen/}}
| |
| {{KV|Only Output to Alternate Path|intn=onlyOutputToAlternatePath|choices}}
| |
| :*0: No
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| :*1: Yes
| |
| {{KV|Export Multilevel Radar|intn=exportRadarAsSeparateLevels|choices|Exports multiple separate radars (if there are any radgen_divider entities)}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Separate Multilevel Radar Gradients|intn=useSeparateGradientEachLevel|choices|Uses a new gradient for each level instead of one gradient for all levels combined}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Ignore Displacement X/Y Changes|intn=ignoreDisplacementXYChanges|choices|Ignores changes on the X and Y axis for subdivision displacements, as they can cause graphical bugs on overviews}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Use Model Vertices|intn=useModelVertices|choices|EXPERIMENTAL - Uses model vertices to calculate faces to show as cover on the overview. By default, it uses bounding boxes (not experimental).}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Background Image Filename|intn=backgroundFilename|string|For custom images, place them inside the following folder: .../Counter-Strike Global Offensive/csgo/materials/RadGen/backgrounds/}}
| |
| {{KV|Radar Size Multiplier (float)|intn=radarSizeMultiplier|float|A multiplier for altering the size of the level in the radar}}
| |
| {{KV|Overlap Alpha (Whole Number)|intn=overlapAlpha|integer|The alpha value for overlap mesh sides (0-255)}}
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| {{KV|Danger Alpha (Whole Number)|intn=dangerAlpha|integer|The alpha value for danger mesh sides (0-255)}}
| |
| {{KV|Path Colour High|intn=pathColourHigh|color255|Colour of path world meshes at the highest point}}
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| {{KV|Path Colour Low|intn=pathColourLow|color255|Colour of path world meshes at the lowest point}}
| |
| {{KV|Overlap Colour High|intn=overlapColourHigh|color255|Colour of overlap world meshes at the highest point}}
| |
| {{KV|Overlap Colour Low|intn=overlapColourLow|color255|Colour of overlap world meshes at the lowest point}}
| |
| {{KV|Cover Colour High|intn=coverColourHigh|color255|Colour of cover world meshes at the highest point}}
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| {{KV|Cover Colour Low|intn=coverColourLow|color255|Colour of cover world meshes at the lowest point}}
| |
| {{KV|Door Colour|intn=doorColour|color255|Colour of door world meshes}}
| |
| {{KV|Ladder Colour|intn=ladderColour|color255|Colour of ladder world meshes}}
| |
| {{KV|Danger Colour|intn=dangerColour|color255|Colour of danger world meshes}}
| |
| {{KV|Overlays Colour|intn=overlaysColour|color255|Colour of info_overlay and radgen_info_overlay (unless overridden) entities}}
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| {{KV|Stroke Width (Whole Number)|intn=strokeWidth|integer|Width of stroke to use}}
| |
| {{KV|Stroke Colour|intn=strokeColour|color255|Colour of the stroke}}
| |
| {{KV|Stroke Around Path Materials|intn=strokeAroundPathMaterials|choices}}
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| :*0: No
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| :*1: Yes
| |
| {{KV|Stroke Around Overlap Materials|intn=strokeAroundOverlapMaterials|choices}}
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| :*0: No
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| :*1: Yes
| |
| {{KV|Stroke Around Remove Materials|intn=strokeAroundRemoveMaterials|choices}}
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| :*0: No
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| :*1: Yes
| |
| {{KV|Stroke Around Entities|intn=strokeAroundEntities|choices}}
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| :*0: No
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| :*1: Yes
| |
| {{KV|Stroke Around Mesh Entities|intn=strokeAroundMeshEntities|choices|Currently, if there is more than one mesh in an entity, it will not combine them, so they will keep their individual borders}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Stroke Around Overlays|intn=strokeAroundOverlays|choices}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Default Level Num (Whole Number)|intn=defaultLevelNum|integer|The index that the default level is in a multilevel radar. 0 = bottom level, 1 = second from bottom level, ...}}
| |
| {{KV|Enable Levels As Backgrounds|intn=levelBackgroundEnabled|choices|Adds all levels as a background for each level when using multiple radar levels}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Levels Background Darken Alpha (Whole Number)|intn=levelBackgroundDarkenAlpha|integer|The alpha value of the black overlay to apply onto the background levels (0-255)}}
| |
| {{KV|Levels Background Blur Alpha (Whole Number)|intn=levelBackgroundBlurAmount|integer|The amount of gaussian blur to apply to the background levels}}
| |
| {{KV|Higher Level Output Name|intn=higherLevelOutputName|string|The higher level radar name RadGen uses for naming}}
| |
| {{KV|Lower Level Output Name|intn=lowerLevelOutputName|string|The lower level radar name RadGen uses for naming}}
| |
| {{KV|Export .TXT|intn=exportTxt|choices|Overview Gamemode Type set to Standard only}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export .TGA|intn=exportTga|choices}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export .PNG|intn=exportPng|choices}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export .JPG|intn=exportJpg|choices}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export Raw Masks|intn=exportRawMasks|choices|Export the raw masks. Designed for use with Yanzl's Substance Designer tool to make a radar imitating Valve's style}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export Background Levels Image|intn=exportBackgroundLevelsImage|choices|Exports background levels image (if 'Export Multilevel Radar' is selected and there are any radgen_divider entities)}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Export Resolution (Whole Number)|intn=exportResolution|integer|Export resolution for each file format}}
| |
| {{KV|Max Num of Vertices Per Mesh Face (Whole Number)|intn=maxNumberOfVerticesPerMeshFaceLimit|integer|The maximum number of vertices a face can have for it to be included when creating the overview. Faces with more vertices than this will be ignored. Use with caution, as a high number and messy mesh topology can cause this to take a very long time.}}
| |
| {{KV|Use Subdivision|intn=useSubdivision|choices|EXPERIMENTAL - Uses subdivision displacement changes on appropriate meshes, rather than just the mesh's position.}}
| |
| :*0: No
| |
| :*1: Yes
| |
| }}
| |
|
| |
| |- id="radgen_divider"
| |
| | [[File:radgen divider.png|64px]]
| |
| |'''radgen_divider'''
| |
| | A divider between different levels of the radar.
| |
| |
| |
| {{KV|Mins|intn=mins|vector}}
| |
| {{KV|Maxs|intn=maxs|vector}}
| |
|
| |
| |- id="radgen_ceiling"
| |
| | [[File:radgen ceiling.png|64px]]
| |
| |'''radgen_ceiling'''
| |
| | Overrides the minimum height value of a radar level that is used for gradients.
| |
| |
| |
|
| |
| |- id="radgen_floor"
| |
| | [[File:radgen floor.png|64px]]
| |
| |'''radgen_floor'''
| |
| | Overrides the maximum height value of a radar level that is used for gradients.
| |
| |
| |
|
| |
| |- id="radgen_info_overlay"
| |
| | [[File:radgen info overlay.png|64px]]
| |
| |'''radgen_info_overlay'''
| |
| | An info_overlay with the ability to set a colour for this overlay instead of using the radgen_config's overlay colour.
| |
| |
| |
| {{KV|Pitch Yaw Roll (Y Z X)|intn=angles|string|This is the overlay direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis. (Yaw is used for rotating the overlay in the overview)}}
| |
| {{KV|Material|intn=material|material}}
| |
| {{KV|Order Num (Whole Number)|intn=orderNum|integer|0 = First, 1 = Between Path And Overlap Meshes, 2 = After RadGen Meshes}}
| |
| {{KV|Override Colour|intn=overrideColour|choices|Uses the colour set on this entity instead of the radgen_config's overlay colour value}}
| |
| :*0: No
| |
| :*1: Yes
| |
| {{KV|Colour (R G B)|intn=rendercolor|color255}}
| |
| {{KV|Colour Alpha (Whole Number)|intn=colourAlpha|integer|The alpha value of the overlay (0-255)}}
| |
| {{KV|Stroke Colour (R G B)|intn=colourStroke|color255}}
| |
| {{KV|Stroke Colour Alpha (Whole Number)|intn=colourStrokeAlpha|integer|The alpha value of the overlay stroke (0-255)}}
| |
|
| |
| |- id="radgen_box"
| |
| | [[File:radgen radgen box.png|64px]]
| |
| |'''radgen_box'''
| |
| | A [[Mesh_entity|Mesh Entity]] that can specify showing a unique colour when displayed in a radar. Increases customisability for what users can do.
| |
| An example of this would be to showcase the connections between different teleporters in a map.
| |
| |
| |
| {{KV|Order Num (Whole Number)|intn=orderNum|integer|0 = First, 1 = Between Path And Overlap Meshes, 2 = After RadGen Meshes, 3 = After Mesh Entities (eg. func_buyzone), 4 = After RadGen Meshes For Entities (eg. Bombsite A Material)}}
| |
| {{KV|Colour (R G B)|intn=rendercolor|color255}}
| |
| {{KV|Colour Alpha (Whole Number)|intn=colourAlpha|integer|The alpha value of the RadGen box (0-255)}}
| |
| {{KV|Stroke Colour (R G B)|intn=colourStroke|color255}}
| |
| {{KV|Stroke Colour Alpha (Whole Number)|intn=colourStrokeAlpha|integer|The alpha value of the RadGen box stroke (0-255)}}
| |
| {{KV|Stroke Width (Whole Number)|intn=strokeWidth|integer|Width of stroke to use}}
| |
| |}
| |
|
| |
| ===Customisation===
| |
| The options that can be tweaked to create the radar how you want it.
| |
| {| class="standard-table"
| |
| |-
| |
| ! Image
| |
|
| |
| |- id="RadGen_Config_Customisation"
| |
| | [[File:RadGen config customisation.png|768px]]
| |
| |}
| |
|
| |
| ==Useful Links==
| |
| *[https://www.youtube.com/watch?v=Brw-BFEgScM Substance Designer example video for creating a Valve style radar]
| |
|
| |
|
| ==See also== | | ==See also== |
| *[https://discord.gg/EcRm3EjF Download Page (Discord server)] | | *[https://radargenerator.github.io/ Download page] |
| *[[Creating a working mini-map]] | | * {{discord|6RwR6SYBW6|Discord server}} |
|
| |
|
| [[Category:Third Party Tools]] | | {{sdktools/source2|0}} |
| [[Category:Level Design]]
| | [[Category: Third Party Source 2 Tools]] |