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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

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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)

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.

Image Material name Description
RadGen Path.png radgen/path Displays a Path.
RadGen Cover.png radgen/cover Displays Cover.
RadGen Overlap.png radgen/overlap Displays an Overlap.
RadGen Remove.png radgen/remove Pixels under Remove geometry will not be rendered
RadGen Bombsite.png radgen/bombsite Defines a volume as a Bombsite.
RadGen Buyzone.png radgen/buyzone Defines a volume as a Buyzone.
RadGen Rescue Zone.png radgen/rescue_zone Defines a volume as a Rescue Zone.

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