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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 'tavr_layout', and Auto Radar will do the rest.
5
6 ![](https://i.imgur.com/thAfDqx.png)
7
8 Editable GLSL compositor engine for CS:GO Radars, many features to come.
9
10 Notable things up ahead:
11 - Prop support
12 - baked lighting & even better AO
13 - Auto CSG geometry for even better masking
14
15 Want to support development? https://www.paypal.me/terri00 :)
16
17 # Usage Guide:
18 This guide covers basic setup and usage of Auto Radar: http://www.harrygodden.com/blog/?article=auto-radar-alpha
19
20 (Should be setup the same way vvis.exe or vrad.exe are)
21
22 # Download:
23 This tool requires Visual C++ 2017 redistributables, you can donwload them here (both should be installed if Auto Radar won't start):
24
25 - https://aka.ms/vs/15/release/vc_redist.x64.exe (64 bit)
26 - https://aka.ms/vs/15/release/vc_redist.x86.exe (32 bit)
27
28 Download the latest release of AutoRadar here: https://github.com/Terri00/MCDV/releases
29
30 Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#1024 on discord
31
32 # Configuration:
33 ### Command line options:
34 The following options should be specified on the command line.
35 ```csharp
36 // Set by hammer =============================================================
37 -g, --game string // (required) The game directory for csgo
38 -m, --mapfile string // (required or positional) The mapfile
39
40 // User commands =============================================================
41 -d, --dumpMasks // Outputs the masks next to the .exe
42 -o, --onlyMasks // Outputs the masks and does nothing else
43
44 -w, --width int // Render width (experimental)
45 -h, --height int // Render height (experimental)
46
47 --ao // Enables Ambient Occlusion in the radar
48 --shadows // Enables basic traced shadows in the radar
49 ```
50 Example setup: `AutoRadar.exe -d --ao --shadows -g %1 %2`
51
52 Minimum setup: `AutoRadar.exe -g %1 %2` (Basic radar, no shadows or ambient occlusion)
53
54 ###### Where `%1` is the path to the `/Counter-Strike Global Offensive/csgo/` folder
55 ###### And `%2` is the path to the vmf file you want to compile for.
56
57 ![None / AO / Shadows](https://i.imgur.com/J1dJkxi.png)
58
59 ### Detected Visgroups:
60 Brushes and entity brushes which are inside visgroups with these names will change the final radar in different ways. The only one required is `tavr_layout` and should define your maps playable space.
61
62 | Visgroup name | What it does |
63 |---------------|---------------------------------------------------------|
64 | tavr_layout | specifies the layout of the map (the floor) |
65 | tavr_negative | brushes that should subtract from the layout of the map |
66 | tavr_cover | brushes that should show up as cover in the radar (brushes in this group should also be in tavr_layout) |
67
68 ### Detected Entities:
69 Entities with these classnames get picked up by Auto Radar. They are not required, and the values will otherwise be automatically set.
70
71 | Entity name | What it does |
72 |-----------------|-----------------------------------------------|
73 | tavr_height_min | Overrides the minimum height value of the map (place it at the lowest part of your map) |
74 | tavr_height_max | Overrides the maximum height value (place it at the top of your map) |
75
76 ### Free software used:
77 - Headers from the amazing STB collection: https://github.com/nothings/stb
78 - cxxopts: https://github.com/jarro2783/cxxopts
79
80 ###### Looking for the old height map generator? https://github.com/Terri00/MCDV/tree/master