2.5.0a, multilevel, ao, dxt5, hostage entities & tweaks. #10 done (x4, x8 & FXAA).
[tar-legacy.git] / README.md
1 # CS:GO Auto Radar
2 Automatically make a radar with every compile of a map you do:
3
4 Specify the layout in hammer by adding brushes to a visgroup named 'tar_layout', and Auto Radar will do the rest.
5
6 ![](https://i.imgur.com/jNWULV0.png)
7
8 Editable GLSL compositor engine for CS:GO Radars, many features to come.
9
10 Notable things up ahead:
11 - ~~Prop support~~ Done!
12 - func_instances
13 - baked lighting & even better AO
14 - Auto CSG geometry for even better masking
15
16 Want to support development? https://www.paypal.me/terri00 :)
17
18 # Download:
19 This tool requires Visual C++ 2017 redistributables, you can donwload them here (both should be installed if Auto Radar won't start):
20
21 - https://aka.ms/vs/15/release/vc_redist.x64.exe (64 bit)
22 - https://aka.ms/vs/15/release/vc_redist.x86.exe (32 bit)
23
24 Download the latest release of AutoRadar here: https://github.com/Terri00/MCDV/releases
25
26 Run the AutoRadar_installer.exe to copy all the necessary files into the correct locations. (Make sure hammer is closed)
27
28 Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#1024 on discord
29
30 # Guide:
31
32 ### Configuration:
33 ![](https://i.imgur.com/Fd046ZK.png)
34
35 Add a tar_config entity to your map. This defines your radars settings. It is not needed, but allows you to customize it.
36
37 #### Examples of the different effects:
38 ![](https://i.imgur.com/tE72qG2.png)
39
40 ### Detected Visgroups:
41 ![Visgroup example](https://i.imgur.com/fXozJkj.png)
42
43 Brushes, displacements, entity brushes and prop_statics which are inside visgroups with these names will change the final radar in different ways. The only one required is `tar_layout` and should define your maps playable space.
44
45 | Visgroup name | What it does |
46 |---------------|---------------------------------------------------------|
47 | tar_layout | specifies the layout of the map (the floor) |
48 | tar_mask | brushes that should subtract from the layout of the map, use this on walls |
49 | tar_cover | brushes that should show up as cover in the radar |
50
51 ### Detected Entities:
52 ![](https://i.imgur.com/PyPuPh5.png)
53
54 Entities with these classnames get picked up by Auto Radar. They are not required, and the values will otherwise be automatically set.
55
56 | Entity name | What it does |
57 |-----------------|-----------------------------------------------|
58 | tar_min | Overrides the minimum height value of the map (place it at the lowest part of your map) |
59 | tar_max | Overrides the maximum height value (place it at the top of your map) |
60
61 ### Generating:
62 ![](https://i.imgur.com/Y1l9eDC.png)
63
64 The AutoRadar installer set up a new compile profile in the 'expert' mode. Enter the compile mode, and select [TAR] Generate Radar from the list. The hit Go!
65
66 ### Using this software with Yanzl's Radar graph:
67 https://github.com/Terri00/CS-GO-Auto-Radar/blob/tavr/radar-graph.md
68
69 ### Free software used:
70 - Headers from the amazing STB collection: https://github.com/nothings/stb
71 - cxxopts: https://github.com/jarro2783/cxxopts
72
73 ###### Looking for the old height map generator? https://github.com/Terri00/MCDV/tree/master