RadGen: Difference between revisions
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;Download .NET Runtimes | ;Download .NET Runtimes | ||
# Download and install the latest .NET 6 runtime | # Download and install the latest .NET 6 runtime | ||
; | |||
# | ;Install RadGen | ||
# Download and unzip the latest release. Then, inside the unzipped folder, run RadGen_Install.bat (located in the 'RadGen' folder). | |||
; | |||
# The changes to the two gameinfo.gi files currently disables you from playing online on official Valve servers. | ;Unable to play online? | ||
; | # The changes to the two gameinfo.gi files currently disables you from playing online on official Valve servers. | ||
# | # Run RadGen_Enable.bat and RadGen_Disable.bat to enable/disable the ability to play online vs the ability to see RadGen materials and entities inside Hammer. | ||
# | {{note|CS2 must be closed to run these.}} | ||
{{note|RadGen can generate radars without being 'Enabled'.}} | |||
# | |||
;Generating a radar | |||
# When opening the game with the tools, open the console and change the Convar Helper's 'Page' dropdown to one of the 'User Page' options. | |||
# Click the cog on the right hand side, and choose 'Import Page'. Select the 'RadGen_template.ini' file | |||
# You should now see a list of buttons for the the main maps in your addons. | |||
{{note|This will only work if your vmap is named the same as your addon in the /maps folder, or if it is the only vmap in there. You may need to edit those buttons to point to your vmap if this is not the case.}} | |||
# 'Generate Radar' buttons will generate a radar for your map, and update it in-game. | |||
# 'Update radar' buttons will update your existing radar it in-game. Useful when wanting to manually tweak a previously generated radar. | |||
==Bundled Software== | ==Bundled Software== | ||
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# Enable '''Export Raw Masks''' in '''radgen_config'''. | # Enable '''Export Raw Masks''' in '''radgen_config'''. | ||
# Generate the overview using RadGen. Raw mask files will be exported to the '''/_radgen_extras''' folder | # Generate the overview using RadGen. Raw mask files will be exported to the '''/_radgen_extras''' folder | ||
# Drag the '''RadarGen''' .sbsar file into Substance Designer, and use the raw mask files as inputs. | # Drag the '''RadarGen''' .sbsar file (located in your '''Counter-Strike Global Offensive/RadGen''' folder) into Substance Designer, and use the raw mask files as inputs. | ||
# | # Overwrite the original '''.tga''' radar file in your addon's '''/panorama/images/overheadmaps''' folder. | ||
==Usage== | ==Usage== | ||
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Two auto Selection Sets are created automatically: 'RadGen - Point Entities' & 'RadGen - Mesh Entities'. | Two auto Selection Sets are created automatically: 'RadGen - Point Entities' & 'RadGen - Mesh Entities'. | ||
It is potentially recommended to disable these when compiling a level, as some meshes may be visible in-game when tied to certain entities. | It is potentially recommended to disable these when compiling a level, as some meshes may be visible in-game when tied to certain entities. | ||
Mesh entities including Buyzones, Bombsites and Rescue Zones, are drawn by default. | |||
For bombsites, it will use their bombsite letter set in the entity's keyvalue in hammer for the .txt file outputted. | |||
There are two workflows supported by RadGen: | 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.}} | |||
==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. | 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 | RadGen will only display mesh faces with a RadGen texture applied to them. These include Path, Overlap, Cover, Door, Ladder and Danger. | ||
Ignore will be completely ignored, and is just a nice way to show mesh faces you don't want to draw. | 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. | 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=== | ===Selection Set=== | ||
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|- id="radgen" | |- id="radgen" | ||
| '''radgen''' | | '''radgen''' | ||
| | | [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]], [[Prop_Types_Overview|Props]] | ||
| Everything. | | Everything. | ||
| Everything in here will be used when generating the overview. | | Everything in here will be used when generating the overview. | ||
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|- id="radgen" | |- id="radgen" | ||
| '''radgen''' | | '''radgen''' | ||
| | | [[Mesh_entity|Mesh Entities]], [[Point_entity|Point Entities]], [[Prop_Types_Overview|Props]] | ||
| Everything else. | | 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. | | 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 02:15, 16 October 2023


RadGen | |
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Download | |
Type | Third Party Tool |
Engine | ![]() |
Platforms | ![]() |
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.
Installation
- Download .NET Runtimes
- Download and install the latest .NET 6 runtime
- Install RadGen
- Download and unzip the latest release. Then, inside the unzipped folder, run RadGen_Install.bat (located in the 'RadGen' folder).
- Unable to play online?
- The changes to the two gameinfo.gi files currently disables you from playing online on official Valve servers.
- Run RadGen_Enable.bat and RadGen_Disable.bat to enable/disable the ability to play online vs the ability to see RadGen materials and entities inside Hammer.


- Generating a radar
- When opening the game with the tools, open the console and change the Convar Helper's 'Page' dropdown to one of the 'User Page' options.
- Click the cog on the right hand side, and choose 'Import Page'. Select the 'RadGen_template.ini' file
- You should now see a list of buttons for the the main maps in your addons.

- 'Generate Radar' buttons will generate a radar for your map, and update it in-game.
- 'Update radar' buttons will update your existing radar it in-game. Useful when wanting to manually tweak a previously generated radar.
Bundled Software
Included with RadGen is Yanzl's RadarGen .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 the RadarGen .sbsar file (located in your Counter-Strike Global Offensive/RadGen folder) into Substance Designer, and use the raw mask files as inputs.
- Overwrite the original .tga radar file in your addon's /panorama/images/overheadmaps folder.
Usage
To get started, add a radgen_config entity into the map.
Two auto Selection Sets are created automatically: 'RadGen - Point Entities' & 'RadGen - Mesh Entities'. It is potentially recommended to disable these when compiling a level, as some meshes may be visible in-game when tied to certain entities.
Mesh entities including Buyzones, Bombsites and Rescue Zones, are drawn by default. For bombsites, it will use their bombsite letter set in the entity's keyvalue in hammer for the .txt file outputted.
There are two workflows supported by RadGen:
- Material based workflow
- Selection Set based workflow

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 | 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.
Workflow 2 (Selection Set based)
You can also use the same workflow as 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.
Selection Sets
Name | Works with | What to add | Description |
---|---|---|---|
radgen_path | Meshes, Mesh Entities | Accessible path areas. | The accessible ground areas the player can walk on. |
radgen_overlap | Meshes, Mesh Entities | 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 | 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 | Doors. | The doors in the level. |
radgen_ladder | Meshes, Mesh Entities | Ladders. | The ladders in the level. |
radgen_danger | Meshes, 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. |
radgen | Mesh Entities, Point Entities, Props | 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. |
Entities
These entities allow for greater customisation of radars.
Icon | Classname | Description | Keyvalues |
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radgen_config | Configure the main functionality. |
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radgen_divider | A divider between different levels of the radar. |
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radgen_ceiling | Overrides the minimum height value of a radar level that is used for gradients. | |
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radgen_floor | Overrides the maximum height value of a radar level that is used for gradients. | |
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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. |
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radgen_box | A 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. |
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Customisation
The options that can be tweaked to create the radar how you want it.
Image |
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