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 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 Game folder. It should be somewhere like C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game
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
- Copy
radgen_entities.fgd
to your /game/csgo folder.
- Copy
gameinfo.gi
to your /game/csgo_core folder and overwrite the file currently there. Alternatively, just add the line '"radgen_entities.fgd" "1"' under Hammer -> fgd_files in the hierarchy.
- This last step currently disables you from playing on official Valve servers. Remove this change to be able to play on Valve servers again.
- Command Sequences
- Source 2's Hammer does not allow you to set custom compile settings, meaning that RadGen cannot be ran from within Hammer currently. To generate your radar, you will need to run the .exe provided in a console window, like so (Windows):
- Search for "cmd" in Windows search bar
- Depending on where CSGO/CS2 is stored on your machine, replacing the "...", type cd ...\Counter-Strike Global Offensive\game\bin\JERC2\JERC2
- Depending on where CSGO/CS2 is stored on your machine, replacing the "...", type RadGen.exe -g "...\Counter-Strike Global Offensive\game\csgo" -vmapFilepath "...\Counter-Strike Global Offensive\content\csgo_addons\{addonnameHere}\maps\{mapnameHere}.vmap.txt"
Bundled Software
Included with RadGen is Yanzl's radargen_radgen.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 radargen_radgen.sbsar into Substance Designer, and use the raw mask files as inputs.
- Save as .tga file format.
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.
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. I find this a much cleaner way to work with overviews, and it removes the annoyance of having to check Selection Sets every time you duplicate a mesh to make sure you don't accidentally leave it inside a wrong Selection Set.
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 (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 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.
Mesh entities such as bombsites are drawn. For bombsites, it will use their bombsite letter set in the entity's keyvalue in hammer.
However, you might prefer to create separate meshes using the RadGen bombsite materials, for example. These take priority over entities.
Selection Set
Name |
Works with |
What to add |
Description
|
radgen
|
Meshes, Mesh Entities, Point Entities
|
Everything.
|
Everything in here will be used when generating the overview.
|
These are the materials that can be used with the Material based workflow.
Image
|
Material name
|
Description
|
|
radgen/path
|
Displays a Path.
|
|
radgen/overlap
|
Displays an Overlap.
|
|
radgen/cover
|
Displays cover.
|
|
radgen/remove
|
Defines a volume to not display anything in.
|
|
radgen/door
|
Defines a volume as a Door.
|
|
radgen/ladder
|
Defines a volume as a Ladder.
|
|
radgen/danger
|
Defines a volume as a Danger.
|
|
radgen/buyzone
|
Defines a volume as a Buyzone.
|
|
radgen/bombsite_a
|
Defines a volume as a Bombsite A.
|
|
radgen/bombsite_b
|
Defines a volume as a Bombsite B.
|
|
radgen/rescue_zone
|
Defines a volume as a Rescue Zone.
|
|
radgen/hostage
|
Defines a volume as a Hostage.
|
|
radgen/t_spawn
|
Defines a volume as T Spawn.
|
|
radgen/ct_spawn
|
Defines a volume as CT Spawn.
|
|
radgen/ignore
|
Does nothing, an option for unused mesh sides.
|
|
radgen/radgen_overlays
|
Example for use on info_overlay and radgen_info_overlay entities. Optional.
|
|
radgen/radgen_box
|
Example for use on radgen_box entities. Optional.
|
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
|
Meshes, Mesh Entities, Point Entities
|
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.
|
These entities allow for greater customisation of radars.
Icon
|
Classname
|
Description
|
Keyvalues
|
|
radgen_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 /game/csgo/ only. Don't include /resource/overviews/. Eg. C:/Dropbox/RadGen/
- Only Output to Alternate Path (onlyOutputToAlternatePath) <choices>
-
- Export Multilevel Radar (exportRadarAsSeparateLevels) <choices>
- Exports multiple separate radars (if there are any radgen_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 subdivision 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/RadGen/backgrounds/
- Radar Size Multiplier (float) (radarSizeMultiplier) <float>
- A multiplier for altering the size of the level in the radar
- Overlap Alpha (Whole Number) (overlapAlpha) <integer>
- The alpha value for overlap mesh sides (0-255)
- Danger Alpha (Whole Number) (dangerAlpha) <integer>
- The alpha value for danger mesh sides (0-255)
- Path Colour High (pathColourHigh) <color255>
- Colour of path world meshes at the highest point
- Path Colour Low (pathColourLow) <color255>
- Colour of path world meshes at the lowest point
- Overlap Colour High (overlapColourHigh) <color255>
- Colour of overlap world meshes at the highest point
- Overlap Colour Low (overlapColourLow) <color255>
- Colour of overlap world meshes at the lowest point
- Cover Colour High (coverColourHigh) <color255>
- Colour of cover world meshes at the highest point
- Cover Colour Low (coverColourLow) <color255>
- Colour of cover world meshes at the lowest point
- Door Colour (doorColour) <color255>
- Colour of door world meshes
- Ladder Colour (ladderColour) <color255>
- Colour of ladder world meshes
- Danger Colour (dangerColour) <color255>
- Colour of danger world meshes
- Overlays Colour (overlaysColour) <color255>
- Colour of info_overlay and radgen_info_overlay (unless overridden) entities
- Stroke Width (Whole Number) (strokeWidth) <integer>
- Width of stroke to use
- Stroke Colour (strokeColour) <color255>
- Colour of the stroke
- Stroke Around Path Materials (strokeAroundPathMaterials) <choices>
-
- Stroke Around Overlap Materials (strokeAroundOverlapMaterials) <choices>
-
- Stroke Around Remove Materials (strokeAroundRemoveMaterials) <choices>
-
- Stroke Around Entities (strokeAroundEntities) <choices>
-
- Stroke Around Mesh Entities (strokeAroundMeshEntities) <choices>
- Currently, if there is more than one mesh in an entity, it will not combine them, so they will keep their individual borders
- Stroke Around Overlays (strokeAroundOverlays) <choices>
-
- Default Level Num (Whole Number) (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 (Whole Number) (levelBackgroundDarkenAlpha) <integer>
- The alpha value of the black overlay to apply onto the background levels (0-255)
- Levels Background Blur Alpha (Whole Number) (levelBackgroundBlurAmount) <integer>
- The amount of gaussian blur to apply to the background levels
- Higher Level Output Name (higherLevelOutputName) <string>
- The higher level radar name RadGen uses for naming
- Lower Level Output Name (lowerLevelOutputName) <string>
- The lower level radar name RadGen uses for naming
- Export .TXT (exportTxt) <choices>
- Overview Gamemode Type set to Standard only
- Export .TGA (exportTga) <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 radgen_divider entities)
- Export Resolution (Whole Number) (exportResolution) <integer>
- Export resolution for each file format
- Max Num of Vertices Per Mesh Face (Whole Number) (maxNumberOfVerticesPerMeshFaceLimit) <integer>
- The maximum number of vertices a face can have for it to be included when creating the overview. Faces with more vertices than this will be ignored. Use with caution, as a high number and messy mesh topology can cause this to take a very long time.
- Use Subdivision (useSubdivision) <choices>
- EXPERIMENTAL - Uses subdivision displacement changes on appropriate meshes, rather than just the mesh's position.
|
|
radgen_divider
|
A divider between different levels of the radar.
|
- Mins (mins) <vector>
- Maxs (maxs) <vector>
|
|
radgen_ceiling
|
Overrides the minimum height value of a radar level that is used for gradients.
|
|
|
radgen_floor
|
Overrides the maximum height value of a radar level that is used for gradients.
|
|
|
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.
|
- 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)
- Material (material) <material>
- Order Num (Whole Number) (orderNum) <integer>
- Override Colour (overrideColour) <choices>
- Uses the colour set on this entity instead of the radgen_config's overlay colour value
- Colour (R G B) (rendercolor) <color255>
- Colour Alpha (Whole Number) (colourAlpha) <integer>
- The alpha value of the overlay (0-255)
- Stroke Colour (R G B) (colourStroke) <color255>
- Stroke Colour Alpha (Whole Number) (colourStrokeAlpha) <integer>
- The alpha value of the overlay stroke (0-255)
|
|
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.
|
- Order Num (Whole Number) (orderNum) <integer>
- Colour (R G B) (rendercolor) <color255>
- Colour Alpha (Whole Number) (colourAlpha) <integer>
- The alpha value of the RadGen box (0-255)
- Stroke Colour (R G B) (colourStroke) <color255>
- Stroke Colour Alpha (Whole Number) (colourStrokeAlpha) <integer>
- The alpha value of the RadGen box stroke (0-255)
- Stroke Width (Whole Number) (strokeWidth) <integer>
- Width of stroke to use
|
Customisation
The options that can be tweaked to create the radar how you want it.
Image
|
|
Useful Links
See also