Specify the layout in hammer by adding brushes to a visgroup named 'tar_layout', and Auto Radar will do the rest.
-![](https://i.imgur.com/thAfDqx.png)
+Image: generated radar for de_distillery created by [Chuck Wilson](https://www.aspaceman.com/)
+![](http://terri.tech/img/tar/radar.jpg)
-Editable GLSL compositor engine for CS:GO Radars, many features to come.
-Notable things up ahead:
-- Prop support
-- baked lighting & even better AO
-- Auto CSG geometry for even better masking
+Editable GLSL compositor engine for CS:GO Radars.
-Want to support development? https://www.paypal.me/terri00 :)
+# Notes:
+- Some GPU's are having issues with the FXAA shader I used, if you radar is cut half way from the top for example or completely black, you should change the anti-aliasing mode in the tar-config entity.
+- Instances and Func_details do not show up as part of layout groups!!
# Download:
This tool requires Visual C++ 2017 redistributables, you can donwload them here (both should be installed if Auto Radar won't start):
Download the latest release of AutoRadar here: https://github.com/Terri00/MCDV/releases
-Run the AutoRadar_installer.exe to copy all the necessary files into the correct locations.
+Run the AutoRadar_installer.exe to copy all the necessary files into the correct locations. (Make sure hammer is closed)
-Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#1024 on discord
+Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#6069 on discord
# Guide:
### Configuration:
-![](https://i.imgur.com/w2M0Ap9.png)
+![](https://i.imgur.com/Fd046ZK.png)
Add a tar_config entity to your map. This defines your radars settings. It is not needed, but allows you to customize it.
### Detected Visgroups:
![Visgroup example](https://i.imgur.com/fXozJkj.png)
-Brushes and entity brushes 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.
+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.
| Visgroup name | What it does |
|---------------|---------------------------------------------------------|
| tar_layout | specifies the layout of the map (the floor) |
| tar_mask | brushes that should subtract from the layout of the map, use this on walls |
| tar_cover | brushes that should show up as cover in the radar |
+| tar_overlap | Brushes that should show up as two level overlaps |
### Detected Entities:
![](https://i.imgur.com/PyPuPh5.png)
|-----------------|-----------------------------------------------|
| tar_min | Overrides the minimum height value of the map (place it at the lowest part of your map) |
| tar_max | Overrides the maximum height value (place it at the top of your map) |
+| tar_map_divider | Seperates your map on the up axis, and will generate multi level radars |
+| tar_color | Use many of these entities (on the up axis) to create your own gradient. Set tar_config's gradient to 'use auto gradient entities' |
### Generating:
![](https://i.imgur.com/Y1l9eDC.png)
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!
+### Using this software with Yanzl's Radar graph:
+*This works with versions below 2.5 only.
+https://github.com/Terri00/CS-GO-Auto-Radar/blob/tavr/radar-graph.md
+
### Free software used:
- Headers from the amazing STB collection: https://github.com/nothings/stb
- cxxopts: https://github.com/jarro2783/cxxopts