TAR: Difference between revisions
(Added various descriptions. Used longer pathnames to avoid confusion of /bin with /csgo/bin. Modified Visgroups table headlines a bit.) |
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{{infotable | |||
|download=https://harrygodden.com/index.php?page=software | |||
|github=18swenskiq/CS-GO-Auto-Radar | |||
|type=t2 | |||
|engine=2 | |||
|platform={{windows|4}} | |||
}} ('''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. | |||
__NOTOC__ | __NOTOC__ | ||
==Installation== | ==Installation== |
Revision as of 12:08, 14 November 2022
TAR | |
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Download | |
Type | Third Party Tool |
Engine | ![]() |
Platforms | ![]() |
(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 |