(Jim's Easy Radar Creator)
is a tool for
Counter-Strike: Global Offensive. This tool can generate highly customisable overviews for maps using brushes, entities and/or materials, by assigning them to specific visgroups.
It can also be used in a unified visgroup when utilising its provided materials. Compatible with both Hammer and Hammer++.
Installation
- Download .NET Runtimes
- Download and install the latest .NET 5 runtime
- Download and install the latest .NET Core 3.1 runtime
- Download and install the latest .NET Framework 4.5 runtime
- This file may also be needed to create VTFs for Danger Zone maps: https://www.microsoft.com/en-ie/download/details.aspx?id=48145
- Copy Files
- Extract the contents of the zip folder into your Counter-Strike Global Offensive folder. It should be somewhere like C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive
Note:If you want to use Yanzl's sbsar file for making valve style overviews, move it wherever you would prefer it to be. If not, delete it.
- FGD
- Go to Tools > Options in Hammer
- Under "Game Data files:", Click Add.
- Go to your /bin folder (not /csgo/bin) and choose
jerc_entities.fgd
, and then click OK.
- Command Sequences
- Add a new compile profile in the expert compile mode of Hammer
- Set its name to something like
[JERC] - Generate Overview
. You might have to close the compile window and reopen it to show the new configuration.
- Set the Command executable to:
$exedir/bin/JERC/JERC/JERC.exe
- Set the Parameters args to:
-g $gamedir -vmfFilepath $path/$file
. Make sure to check the new command under "Compile/run commands"
Bundled Software
- Included with JERC is Yanzl's radargen_jerc.sbsar file, which allows you to create a Valve style radar with ease using JERC and Substance Designer.
- Enable Export Raw Masks in jerc_config.
- Generate the overview using JERC. Raw mask files will be exported to the /jerc_extras folder
- Drag radargen_jerc.sbsar into Substance Designer, and use the raw mask files as inputs.
- Save as .dds file format.
Usage
To get started, add a jerc_config entity into the map.
Two auto visgroups are created automatically: 'JERC - Point Entities' & 'JERC - Brush Entities'.
It is potentially recommended to disable these when compiling a level, as some brushes may be visible in-game when tied to certain entities.
There are two workflows supported by JERC:
- Material Based workflow
- Visgroup Based workflow
Workflow 1 (Material based)
You may want to use separate brushes to your playable map itself. I find this a much cleaner way to work with overviews, and it removes the annoyance of having to check visgroups every time you duplicate a brush to make sure you don't accidentally leave it inside a wrong visgroup.
Everything for the radar should go into a custom visgroup named JERC (including jerc_box brush entities), excluding the point entities.
JERC will only display brush faces with a JERC texture applied to them (except Ignore). These include Path, Overlap, Cover, Door, Ladder and Danger. Remove is the exception, which will not allow anything to display within its volume.
Ignore will be completely ignored, and is just a nice way to show brush faces you don't want to draw.
You can apply the textures to all faces on a brush, but it may cause slight issues when using stroke around your brushes, 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.
Brush entities such as bombsites are drawn. For bombsites, you can set A and B by giving them the targetnames 'bombsite_a' and 'bombsite_b'.
However, you might prefer to create separate brushes using the JERC bombsite materials, for example. These take priority over entities.
These are the materials that can be used with the Material Based workflow.
Image
|
Material name
|
Description
|
|
jerc/path
|
Displays a Path.
|
|
jerc/overlap
|
Displays an Overlap.
|
|
jerc/cover
|
Displays cover.
|
|
jerc/remove
|
Defines a volume to not display anything in.
|
|
jerc/door
|
Defines a volume as a Door.
|
|
jerc/ladder
|
Defines a volume as a Ladder.
|
|
jerc/danger
|
Defines a volume as a Danger.
|
|
jerc/buyzone
|
Defines a volume as a Buyzone.
|
|
jerc/bombsite_a
|
Defines a volume as a Bombsite A.
|
|
jerc/bombsite_b
|
Defines a volume as a Bombsite B.
|
|
jerc/rescue_zone
|
Defines a volume as a Rescue Zone.
|
|
jerc/hostage
|
Defines a volume as a Hostage.
|
|
jerc/t_spawn
|
Defines a volume as T Spawn.
|
|
jerc/ct_spawn
|
Defines a volume as CT Spawn.
|
|
jerc/ignore
|
Does nothing, an option for unused brush sides.
|
|
jerc/jerc_overlays
|
Example for use on Info_Overlay and Jerc_Info_Overlay entities. Optional.
|
|
jerc/jerc_box
|
Example for use on Jerc_Box entities. Optional.
|
Workflow 2 (Visgroup based)
You can also use the same workflow as TAR, avoiding the need of using the JERC materials, and allowing you to use your already placed brushes for the overview.
The available visgroups are: 'jerc_remove', 'jerc_path', 'jerc_overlap', 'jerc_cover', 'jerc_door', 'jerc_ladder', 'jerc_danger'.
You will want to place anything else in the normal 'jerc' visgroup, as done in the Material Based workflow.
Name |
Works with |
What to add |
Description
|
jerc_path
|
Brushes, Displacements, Brush Entities
|
Accessible path areas.
|
The accessible ground areas the player can walk on.
|
jerc_overlap
|
Brushes, Displacements, Brush Entities
|
Accessible overlapping ground areas.
|
The accessible path areas the player can walk on that are above a jerc_path area in the same overview level.
|
jerc_cover
|
Brushes, Displacements, Brush Entities
|
Cover.
|
The cover in the level, displayed on top of paths.
|
jerc_remove
|
Brushes, Displacements, Brush Entities
|
Inaccessible path areas.
|
The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy brushwork.
|
jerc_door
|
Brushes, Displacements, Brush Entities
|
Doors.
|
The doors in the level.
|
jerc_ladder
|
Brushes, Displacements, Brush Entities
|
Ladders.
|
The ladders in the level.
|
jerc_danger
|
Brushes, Displacements, Brush 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.
|
jerc
|
Brushes, Displacements, Brush Entities, Point Entities
|
Everything else.
|
Any other materials/entities that do not have their own visgroup should be added here, as they support the Material Based workflow only.
|
These entities allow for greater customisation of radars.
Icon
|
Classname
|
Description
|
Keyvalues
|
|
jerc_config
|
Configure the main functionality.
|
- Workshop ID (workshopId) <string>
- Used for Danger Zone maps for duplicating the overview (for the tablet) into the correct location for packing
- Overview Gamemode Type (overviewGamemodeType) <choices>
-
- 0: Standard
- 1: Danger Zone
- Danger Zone Uses (dangerZoneUses) <choices>
- Defines which filepaths to export the overview to (only used if Overview Gamemode Type is set to Danger Zone)
- 0: Both
- 1: Tablet
- 2: Spawn Select
- Alternate Output Directory (alternateOutputPath) <string>
- DO NOT USE BACKSLASHES. An alternate base output directory. Leave blank if you want to output to /csgo/ only. Don't include /resource/overviews/. Eg. C:/Dropbox/JERC/
- Only Output to Alternate Path (onlyOutputToAlternatePath) <choices>
-
- Include Even When Hidden (includeEvenWhenHidden) <choices>
- Includes everything in overviews, even when hidden (except when in a hidden instance). Useful to avoid having to enable/disable the JERC visgroup in all instances constantly
- Export Multilevel Radar (exportRadarAsSeparateLevels) <choices>
- Exports multiple separate radars (if there are any jerc_divider entities)
- Separate Multilevel Radar Gradients (useSeparateGradientEachLevel) <choices>
- Uses a new gradient for each level instead of one gradient for all levels combined
- Ignore Displacement X/Y Changes (ignoreDisplacementXYChanges) <choices>
- Ignores changes on the X and Y axis for displacements, as they can cause graphical bugs on overviews
- Use Model Vertices (useModelVertices) <choices>
- EXPERIMENTAL - Uses model vertices to calculate faces to show as cover on the overview. By default, it uses bounding boxes (not experimental).
- Background Image Filename (backgroundFilename) <string>
- For custom images, place them inside the following folder: .../Counter-Strike Global Offensive/csgo/materials/JERC/backgrounds/
- Radar Size Multiplier (float) (radarSizeMultiplier) <float>
- A multiplier for altering the size of the level in the radar
- Overlap Alpha (int) (overlapAlpha) <integer>
- The alpha value for overlap brush sides (0-255)
- Danger Alpha (int) (dangerAlpha) <integer>
- The alpha value for danger brush sides (0-255)
- Path Colour High (pathColourHigh) <color255>
- Colour of path world brushes at the highest point
- Path Colour Low (pathColourLow) <color255>
- Colour of path world brushes at the lowest point
- Overlap Colour High (overlapColourHigh) <color255>
- Colour of overlap world brushes at the highest point
- Overlap Colour Low (overlapColourLow) <color255>
- Colour of overlap world brushes at the lowest point
- Cover Colour High (coverColourHigh) <color255>
- Colour of cover world brushes at the highest point
- Cover Colour Low (coverColourLow) <color255>
- Colour of cover world brushes at the lowest point
- Door Colour (doorColour) <color255>
- Colour of door world brushes
- Ladder Colour (ladderColour) <color255>
- Colour of ladder world brushes
- Danger Colour (dangerColour) <color255>
- Colour of danger world brushes
- Overlays Colour (overlaysColour) <color255>
- Colour of info_overlay and jerc_info_overlay (unless overridden) entities
- Stroke Width (int) (strokeWidth) <integer>
- Width of stroke to use
- Stroke Colour (strokeColour) <color255>
- Colour of the stroke
- Stroke Around Path and Overlap Materials (strokeAroundLayoutMaterials) <choices>
-
- Stroke Around Remove Materials (strokeAroundRemoveMaterials) <choices>
-
- Stroke Around Entities (strokeAroundEntities) <choices>
-
- Stroke Around Brush Entities (strokeAroundBrushEntities) <choices>
- Currently, if there is more than one brush in an entity, it will not combine them, so they will keep their individual borders
- Stroke Around Overlays (strokeAroundOverlays) <choices>
-
- Default Level Num (int) (defaultLevelNum) <integer>
- Enable Levels As Backgrounds (levelBackgroundEnabled) <choices>
- Adds all levels as a background for each level when using multiple radar levels
- Levels Background Darken Alpha (int) (levelBackgroundDarkenAlpha) <integer>
- The alpha value of the black overlay to apply onto the background levels (0-255)
- Levels Background Blur Alpha (int) (levelBackgroundBlurAmount) <integer>
- The amount of gaussian blur to apply to the background levels
- Higher Level Output Name (higherLevelOutputName) <string>
- The higher level radar name JERC uses for naming
- Lower Level Output Name (lowerLevelOutputName) <string>
- The lower level radar name JERC uses for naming
- Export .TXT (exportTxt) <choices>
- Overview Gamemode Type set to Standard only
- Export .DDS (exportDds) <choices>
-
- Export .PNG (exportPng) <choices>
-
- Export .JPG (exportJpg) <choices>
-
- Export Raw Masks (exportRawMasks) <choices>
- Export the raw masks. Designed for use with Yanzl's Substance Designer tool to make a radar imitating Valve's style
- Export Background Levels Image (exportBackgroundLevelsImage) <choices>
- Exports background levels image (if 'Export Multilevel Radar' is selected and there are any jerc_divider entities)
- Export Resolution (int) (exportResolution) <integer>
- Export resolution for each file format
|
|
jerc_divider
|
A divider between different levels of the radar.
|
- Mins (mins) <vector>
- Maxs (maxs) <vector>
|
|
jerc_ceiling
|
Overrides the minimum height value of a radar level that is used for gradients.
|
|
|
jerc_floor
|
Overrides the maximum height value of a radar level that is used for gradients.
|
|
|
jerc_info_overlay
|
An info_overlay with the ability to set a colour for this overlay instead of using the jerc_config's overlay colour.
|
- Pitch Yaw Roll (Y Z X) (angles) <string>
- This is the overlay direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis. (Yaw is used for rotating the overlay in the overview)
- Order Num (int) (orderNum) <integer>
- Override Colour (overrideColour) <choices>
- Uses the colour set on this entity instead of the jerc_config's overlay colour value
- Colour (R G B) (rendercolor) <color255>
- Colour Alpha (int) (colourAlpha) <integer>
- The alpha value of the overlay (0-255)
- Stroke Colour (R G B) (colourStroke) <color255>
- Stroke Colour Alpha (int) (colourStrokeAlpha) <integer>
- The alpha value of the overlay stroke (0-255)
|
|
jerc_box
|
A Brush Entity that can specify showing a unique colour when displated in a radar.
|
- Order Num (int) (orderNum) <integer>
- Colour (R G B) (rendercolor) <color255>
- Colour Alpha (int) (colourAlpha) <integer>
- The alpha value of the JERC box (0-255)
- Stroke Colour (R G B) (colourStroke) <color255>
- Stroke Colour Alpha (int) (colourStrokeAlpha) <integer>
- The alpha value of the JERC box stroke (0-255)
- Stroke Width (int) (strokeWidth) <integer>
- Width of stroke to use
|
See also