RadGen: Difference between revisions
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|'''radgen/rescue_zone''' | |'''radgen/rescue_zone''' | ||
| Defines a volume as a Rescue Zone. | | Defines a volume as a Rescue Zone. | ||
|} | |||
==Workflow 2 (Selection Set based)== | |||
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. | |||
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. | |||
===Selection Sets=== | |||
{| class="standard-table" | |||
|- | |||
! Name !! Works with !! What to add !! Description | |||
|- id="radgen_path" | |||
| '''radgen_path''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]], [[Prop_Types_Overview|Props]] | |||
| Accessible path areas. | |||
| The accessible ground areas the player can walk on. | |||
|- id="radgen_overlap" | |||
| '''radgen_overlap''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]], [[Prop_Types_Overview|Props]] | |||
| 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_cover" | |||
| '''radgen_cover''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]], [[Prop_Types_Overview|Props]] | |||
| Cover. | |||
| The cover in the level, displayed on top of paths. | |||
|- id="radgen_remove" | |||
| '''radgen_remove''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]] | |||
| Inaccessible path areas. | |||
| 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]], [[Prop_Types_Overview|Props]] | |||
| Doors. | |||
| The doors in the level. | |||
|- id="radgen_ladder" | |||
| '''radgen_ladder''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]], [[Prop_Types_Overview|Props]] | |||
| Ladders. | |||
| The ladders in the level. | |||
|- id="radgen_danger" | |||
| '''radgen_danger''' | |||
| Meshes, [[Mesh_entity|Mesh Entities]], [[Prop_Types_Overview|Props]] | |||
| 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''' | |||
| [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]], [[Prop_Types_Overview|Props]], [[Info_overlay|Overlays]] | |||
| 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. | |||
|} | |} | ||
Revision as of 09:07, 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)
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 RescueZone.
You can apply the textures to any face of a mesh.
Materials
These are the materials that can be used with the Material based workflow.
Workflow 2 (Selection Set based)
You can also use the same workflow as TAR and 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. 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.
Selection Sets
Name | Works with | What to add | Description |
---|---|---|---|
radgen_path | Meshes, Mesh Entities, Props | Accessible path areas. | The accessible ground areas the player can walk on. |
radgen_overlap | Meshes, Mesh Entities, Props | 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. |
radgen_cover | Meshes, Mesh Entities, Props | Cover. | The cover in the level, displayed on top of paths. |
radgen_remove | Meshes, Mesh Entities | Inaccessible path areas. | The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy meshwork. |
radgen_door | Meshes, Mesh Entities, Props | Doors. | The doors in the level. |
radgen_ladder | Meshes, Mesh Entities, Props | Ladders. | The ladders in the level. |
radgen_danger | Meshes, Mesh Entities, Props | 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. |
radgen | Mesh Entities, Point Entities, Props, Overlays | 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. |
See also
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