RadGen: Difference between revisions
No edit summary |
No edit summary |
||
Line 41: | Line 41: | ||
To generate the radar, click the 'Generate Radar' button on the bottom of the settings panel in RadGen. | To generate the radar, click the 'Generate Radar' button on the bottom of the settings panel in RadGen. | ||
==Workflow 1 ([[Material]] based)== | |||
You may want to use separate meshes to your playable map itself. | |||
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. These include Path, Overlap, Cover, Door, Ladder and Danger. | |||
The Remove texture will disallow anything to display within its volume. | |||
The Ignore texture 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. | |||
If you wish to create separate meshes using the RadGen materials for objectives, such as Buyzones, Bombsites and Rescue Zones, these meshes will take priority over the mesh entities. | |||
===Selection Set=== | |||
{| class="standard-table" | |||
|- | |||
! Name !! Works with !! What to add !! Description | |||
|- id="radgen" | |||
| '''radgen''' | |||
| [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]], [[Prop_Types_Overview|Props]], [[Info_overlay|Overlays]] | |||
| Everything. | |||
| Everything in here will be used when generating the overview. | |||
|} | |||
===[[Material|Materials]]=== | |||
These are the materials that can be used with the [[Material]] based workflow. | |||
{| class="standard-table" | |||
|- | |||
! Image | |||
! Material name | |||
! Description | |||
|- id="Path" | |||
| [[File:RadGen_Path.png|64px]] | |||
|'''radgen/path''' | |||
| Displays a Path. | |||
|- id="Overlap" | |||
| [[File:RadGen_Overlap.png|64px]] | |||
|'''radgen/overlap''' | |||
| Displays an Overlap. | |||
|- id="Cover" | |||
| [[File:RadGen_Cover.png|64px]] | |||
|'''radgen/cover''' | |||
| Displays cover. | |||
|- id="Remove" | |||
| [[File:RadGen_Remove.png|64px]] | |||
|'''radgen/remove''' | |||
| Defines a volume to not display anything in. | |||
|- 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. | |||
|- id="Danger" | |||
| [[File:RadGen_Danger.png|64px]] | |||
|'''radgen/danger''' | |||
| Defines a volume as a Danger. | |||
|- id="Buyzone" | |||
| [[File:RadGen_Buyzone.png|64px]] | |||
|'''radgen/buyzone''' | |||
| Defines a volume as a Buyzone. | |||
|- id="Bombsite_A" | |||
| [[File:RadGen_Bombsite_A.png|64px]] | |||
|'''radgen/bombsite_a''' | |||
| Defines a volume as a Bombsite A. | |||
|- id="Bombsite_B" | |||
| [[File:RadGen_Bombsite_B.png|64px]] | |||
|'''radgen/bombsite_b''' | |||
| Defines a volume as a Bombsite B. | |||
|- id="Rescue_Zone" | |||
| [[File:RadGen_Rescue_Zone.png|64px]] | |||
|'''radgen/rescue_zone''' | |||
| Defines a volume as a Rescue Zone. | |||
|- id="Hostage" | |||
| [[File:RadGen_Hostage.png|64px]] | |||
|'''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. | |||
|- id="CT_Spawn" | |||
| [[File:RadGen_CT_Spawn.png|64px]] | |||
|'''radgen/ct_spawn''' | |||
| Defines a volume as CT Spawn. | |||
|- id="Ignore" | |||
| [[File:RadGen_Ignore.png|64px]] | |||
|'''radgen/ignore''' | |||
| Does nothing, an option for unused mesh sides. | |||
|- id="RadGen_overlays" | |||
| [[File:RadGen_Overlays.png|64px]] | |||
|'''radgen/radgen_overlays''' | |||
| Example for use on info_overlay and radgen_info_overlay entities. Optional. | |||
|- id="RadGen_Box" | |||
| [[File:RadGen_Box.png|64px]] | |||
|'''radgen/radgen_box''' | |||
| Example for use on radgen_box entities. Optional. | |||
|} | |||
==See also== | ==See also== |
Revision as of 07:16, 29 December 2024


RadGen (Radar Generator) is a tool for Counter-Strike 2. This tool can generate highly customisable overviews for maps using meshes, entities and/or materials, by assigning them to specific Selection Sets.
It can also be used in either a Material based workflow, or a Selection Set based workflow, supporting meshes or props in any setups.
Installation
- Download the latest version here: https://radargenerator.github.io/
Usage
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.
You can use these two worlflows in order to add map meshes and props to your radar:
- Material based workflow
- Selection Set based workflow

Mesh entities including Buyzones, Bombsites and Rescue Zones, are drawn by default, however special materials for these are also included for special cases.
To generate the radar, click the 'Generate Radar' button on the bottom of the settings panel in RadGen.
Workflow 1 (Material based)
You may want to use separate meshes to your playable map itself. 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. These include Path, Overlap, Cover, Door, Ladder and Danger. The Remove texture will disallow anything to display within its volume. The Ignore texture 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.
If you wish to create separate meshes using the RadGen materials for objectives, such as Buyzones, Bombsites and Rescue Zones, these meshes will take priority over the mesh entities.
Selection Set
Name | Works with | What to add | Description |
---|---|---|---|
radgen | Mesh Entities, Point Entities, Props, Overlays | Everything. | Everything in here will be used when generating the overview. |
Materials
These are the materials that can be used with the Material based workflow.
See also
|