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==Workflow 1 ([[Material]] based)==
==Workflow 1 ([[Material]] based)==
You may want to use separate meshes to your playable map itself.
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.
Unless in a RadGen selection set, RadGen will only display mesh faces with a RadGen texture applied to them. These include Path, Cover, Overlap, Bombsite, Buyzone and RescueZone
The Remove texture will disallow anything to display within its volume.
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.
The Ignore texture will be completely ignored, and is just a nice way to show mesh faces you don't want to draw.

Revision as of 07:20, 29 December 2024

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RadGen
Initial release
Dec 06, 2024
Stable release
Dec 22, 2024
Written in
C#
Operating system
Windows
Type
Radar generator • Overview generator • Map tool
Target engine(s)
Source 2
Distribution
Free software

RadGen (Radar Generator) is a tool for Counter-Strike 2 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

  1. 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:

  1. Material based workflow
  2. Selection Set based workflow
Note.pngNote:These workflows can be used interchangeably, and at the same time. There are no configuration changes needed to work in either way.

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.

Unless in a RadGen selection set, RadGen will only display mesh faces with a RadGen texture applied to them. These include Path, Cover, Overlap, Bombsite, Buyzone and RescueZone 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.

Image Material name Description
RadGen Path.png radgen/path Displays a Path.
RadGen Overlap.png radgen/overlap Displays an Overlap.
RadGen Cover.png radgen/cover Displays cover.
RadGen Remove.png radgen/remove Defines a volume to not display anything in.
RadGen Door.png radgen/door Defines a volume as a Door.
RadGen Ladder.png radgen/ladder Defines a volume as a Ladder.
RadGen Danger.png radgen/danger Defines a volume as a Danger.
RadGen Buyzone.png radgen/buyzone Defines a volume as a Buyzone.
RadGen Bombsite A.png radgen/bombsite_a Defines a volume as a Bombsite A.
RadGen Bombsite B.png radgen/bombsite_b Defines a volume as a Bombsite B.
RadGen Rescue Zone.png radgen/rescue_zone Defines a volume as a Rescue Zone.
RadGen Hostage.png radgen/hostage Defines a volume as a Hostage.
RadGen T Spawn.png radgen/t_spawn Defines a volume as T Spawn.
RadGen CT Spawn.png radgen/ct_spawn Defines a volume as CT Spawn.
RadGen Ignore.png radgen/ignore Does nothing, an option for unused mesh sides.
RadGen Overlays.png radgen/radgen_overlays Example for use on info_overlay and radgen_info_overlay entities. Optional.
RadGen Box.png radgen/radgen_box Example for use on radgen_box entities. Optional.


See also