# CS:GO Auto Radar
Automatically make a radar with every compile of a map you do:
-Specify the layout in hammer by adding brushes to a visgroup named 'tavr_layout', and Auto Radar will do the rest.
+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 :)
-
-# Usage Guide:
-This guide covers basic setup and usage of Auto Radar: http://www.harrygodden.com/blog/?article=auto-radar-alpha
-
-(Should be setup the same way vvis.exe or vrad.exe are)
+# 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
-Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#1024 on discord
-
-# Configuration:
-### Command line options:
-The following options should be specified on the command line.
-```csharp
-// Set by hammer =============================================================
--g, --game string // (required) The game directory for csgo
--m, --mapfile string // (required or positional) The mapfile
+Run the AutoRadar_installer.exe to copy all the necessary files into the correct locations. (Make sure hammer is closed)
-// User commands =============================================================
--d, --dumpMasks // Outputs the masks next to the .exe
--o, --onlyMasks // Outputs the masks and does nothing else
+Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#6069 on discord
--w, --width int // Render width (experimental)
--h, --height int // Render height (experimental)
+# Guide:
---ao // Enables Ambient Occlusion in the radar
---shadows // Enables basic traced shadows in the radar
-```
-Example setup: `AutoRadar.exe -d --ao --shadows -g %1 %2`
+### Configuration:
+![](https://i.imgur.com/Fd046ZK.png)
-Minimum setup: `AutoRadar.exe -g %1 %2` (Basic radar, no shadows or ambient occlusion)
+Add a tar_config entity to your map. This defines your radars settings. It is not needed, but allows you to customize it.
-###### Where `%1` is the path to the `/Counter-Strike Global Offensive/csgo/` folder
-###### And `%2` is the path to the vmf file you want to compile for.
-
-![None / AO / Shadows](https://i.imgur.com/J1dJkxi.png)
+#### Examples of the different effects:
+![](https://i.imgur.com/tE72qG2.png)
### Detected Visgroups:
-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.
+![Visgroup example](https://i.imgur.com/fXozJkj.png)
+
+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 |
|---------------|---------------------------------------------------------|
-| tavr_layout | specifies the layout of the map (the floor) |
-| tavr_negative | brushes that should subtract from the layout of the map |
-| tavr_cover | brushes that should show up as cover in the radar (brushes in this group should also be in tavr_layout) |
+| 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)
+
Entities with these classnames get picked up by Auto Radar. They are not required, and the values will otherwise be automatically set.
| Entity name | What it does |
|-----------------|-----------------------------------------------|
-| tavr_height_min | Overrides the minimum height value of the map (place it at the lowest part of your map) |
-| tavr_height_max | Overrides the maximum height value (place it at the top of your map) |
+| 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