RadGen

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RadGen
Download
TypeThird Party Tool
EngineSource 2 Source 2
PlatformsWindows Windows
 

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.

Installation

Download .NET Runtimes
  1. Download and install the latest .NET 8 runtime
Install RadGen
  1. Download and unzip the latest release. Then, inside the unzipped folder, run RadGen_Install.bat (located in the 'Setup' folder).
Note.pngNote:Make sure to unzip these files into their own folder, named the same as the zip. It should be something like this: RadGen - v0.10.1
Enabling/Disabling RadGen (unable to play online or see RadGen stuff in Hammer?)
  1. The changes to the two gameinfo.gi files currently disables you from playing online on official Valve servers.
  2. 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.pngNote:CS2 must be closed to run these.
Note.pngNote:If CS2 receives an update, you may need to run RadGen_Enable.bat again.
Note.pngNote:RadGen can generate radars without being 'Enabled'.
Generating a radar
  1. 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.
  2. Click the cog on the right hand side, and choose 'Import Page'. Select the 'RadGen_vconsole_template.ini' file.
Note.pngNote:The template can be regenerated again to include new addons by clicking the 'Update Page Template' button, or running the 'RadGen_SetupConvarPage.bat' file in your 'Counter-Strike Global Offensive/RadGen' folder. This file will need to be imported again to show any changes.
  1. You should now see a list of buttons for the the main maps in your addons.
Note.pngNote: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.
  1. 'Generate Radar' buttons will generate a radar for your map, and update it in-game.
  2. '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.

  1. Enable Export Raw Masks in radgen_config.
  2. Generate the overview using RadGen. Raw mask files will be exported to the /_radgen_extras folder
  3. 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.
  4. 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 Visgroups 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.

Props are supported and will display correctly for whichever selection set they are placed in. Props in the 'RadGen' selection set will be shown as cover as a default.

Overlays are supported. You can use either the info_overlay entity or the more thorough radgen_info_overlay entity for this.

There is support for both prefabs and instances.

Subdivision of all power levels is supported.

There are two workflows supported by RadGen:

  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.

To generate and update a radar, click the 'Generate' radar button for your addon's map in VConsole's Convar Helper page that uses the RadGen_vconsole_template.ini file (check the installation instructions). To update a radar in game only, click the 'Update' radar button for your addon's map instead.

A .radgen.log file is created next to your .vmap file when running RadGen. Take a look at this to view your radar's generation progress, or to search for errors.

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, Overlays 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.

Image Material name Description
RadGen Path.png radgen/path Displays a Path.
RadGen Overlap.png radgen/overlap Displays an Overlap.
RadGen Cover.png radgen/cover Displays cover.
RadGen Remove.png radgen/remove Defines a volume to not display anything in.
RadGen Door.png radgen/door Defines a volume as a Door.
RadGen Ladder.png radgen/ladder Defines a volume as a Ladder.
RadGen Danger.png radgen/danger Defines a volume as a Danger.
RadGen Buyzone.png radgen/buyzone Defines a volume as a Buyzone.
RadGen Bombsite A.png radgen/bombsite_a Defines a volume as a Bombsite A.
RadGen Bombsite B.png radgen/bombsite_b Defines a volume as a Bombsite B.
RadGen Rescue Zone.png radgen/rescue_zone Defines a volume as a Rescue Zone.
RadGen Hostage.png radgen/hostage Defines a volume as a Hostage.
RadGen T Spawn.png radgen/t_spawn Defines a volume as T Spawn.
RadGen CT Spawn.png radgen/ct_spawn Defines a volume as CT Spawn.
RadGen Ignore.png radgen/ignore Does nothing, an option for unused mesh sides.
RadGen Overlays.png radgen/radgen_overlays Example for use on info_overlay and radgen_info_overlay entities. Optional.
RadGen Box.png 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 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, Props 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.

Entities

These entities allow for greater customisation of radars.

Icon Classname Description Keyvalues
RadGen Config.png 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>
  • 0: No
  • 1: Yes
Export Multilevel Radar (exportRadarAsSeparateLevels) <choices>
Exports multiple separate radars (if there are any radgen_divider entities)
  • 0: No
  • 1: Yes
Separate Multilevel Radar Gradients (useSeparateGradientEachLevel) <choices>
Uses a new gradient for each level instead of one gradient for all levels combined
  • 0: No
  • 1: Yes
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
  • 0: No
  • 1: Yes
Use Model Vertices Instead of Bounding Box (useModelVertices) <choices>
Uses model vertices to calculate faces to show as cover on the overview. When disabled, it uses bounding boxes.
  • 0: No
  • 1: Yes
Background Image Filename (backgroundFilename) <string>
For custom images, place them inside your addon's folder, like so: .../Counter-Strike Global Offensive/content/csgo_addons/{addon_name}/materials/RadGen/backgrounds/{filename}
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>
  • 0: No
  • 1: Yes
Stroke Around Overlap Materials (strokeAroundOverlapMaterials) <choices>
  • 0: No
  • 1: Yes
Stroke Around Remove Materials (strokeAroundRemoveMaterials) <choices>
  • 0: No
  • 1: Yes
Stroke Around Entities (strokeAroundEntities) <choices>
  • 0: No
  • 1: Yes
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
  • 0: No
  • 1: Yes
Stroke Around Overlays (strokeAroundOverlays) <choices>
  • 0: No
  • 1: Yes
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
  • 0: No
  • 1: Yes
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
  • 0: No
  • 1: Yes
Export .TGA (exportTga) <choices>
  • 0: No
  • 1: Yes
Export .PNG (exportPng) <choices>
  • 0: No
  • 1: Yes
Export .JPG (exportJpg) <choices>
  • 0: No
  • 1: Yes
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
  • 0: No
  • 1: Yes
Export Background Levels Image (exportBackgroundLevelsImage) <choices>
Exports background levels image (if 'Export Multilevel Radar' is selected and there are any radgen_divider entities)
  • 0: No
  • 1: Yes
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.
  • 0: No
  • 1: Yes
RadGen Divider.png radgen_divider A divider between different levels of the radar.
Mins (mins) <vector>
Maxs (maxs) <vector>
RadGen Ceiling.png radgen_ceiling Overrides the minimum height value of a radar level that is used for gradients.
RadGen Floor.png radgen_floor Overrides the maximum height value of a radar level that is used for gradients.
RadGen Info Overlay.png 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
  • 0: No
  • 1: Yes
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.png 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
Radgen config customisation.png

Useful Links

See also