Update README.md
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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 'tar_layout', and Auto Radar will do the rest.
5
6 Image: generated radar for de_distillery created by [Chuck Wilson](https://www.aspaceman.com/)
7 ![](http://terri.tech/img/tar/radar.jpg)
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9
10 Editable GLSL compositor engine for CS:GO Radars.
11
12 # Notes:
13 - 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.
14 - Instances and Func_details do not show up as part of layout groups!!
15
16 # Download:
17 This tool requires Visual C++ 2017 redistributables, you can donwload them here (both should be installed if Auto Radar won't start):
18
19 - https://aka.ms/vs/15/release/vc_redist.x64.exe (64 bit)
20 - https://aka.ms/vs/15/release/vc_redist.x86.exe (32 bit)
21
22 Download the latest release of AutoRadar here: https://github.com/Terri00/MCDV/releases
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24 Run the AutoRadar_installer.exe to copy all the necessary files into the correct locations. (Make sure hammer is closed)
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26 Submit any issues on this git repository, and send suggestions to hgodden00@gmail.com / Terri00#6069 on discord
27
28 # Guide:
29
30 ### Configuration:
31 ![](https://i.imgur.com/Fd046ZK.png)
32
33 Add a tar_config entity to your map. This defines your radars settings. It is not needed, but allows you to customize it.
34
35 #### Examples of the different effects:
36 ![](https://i.imgur.com/tE72qG2.png)
37
38 ### Detected Visgroups:
39 ![Visgroup example](https://i.imgur.com/fXozJkj.png)
40
41 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.
42
43 | Visgroup name | What it does |
44 |---------------|---------------------------------------------------------|
45 | tar_layout | specifies the layout of the map (the floor) |
46 | tar_mask | brushes that should subtract from the layout of the map, use this on walls |
47 | tar_cover | brushes that should show up as cover in the radar |
48 | tar_overlap | Brushes that should show up as two level overlaps |
49
50 ### Detected Entities:
51 ![](https://i.imgur.com/PyPuPh5.png)
52
53 Entities with these classnames get picked up by Auto Radar. They are not required, and the values will otherwise be automatically set.
54
55 | Entity name | What it does |
56 |-----------------|-----------------------------------------------|
57 | tar_min | Overrides the minimum height value of the map (place it at the lowest part of your map) |
58 | tar_max | Overrides the maximum height value (place it at the top of your map) |
59 | tar_map_divider | Seperates your map on the up axis, and will generate multi level radars |
60 | 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' |
61
62 ### Generating:
63 ![](https://i.imgur.com/Y1l9eDC.png)
64
65 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!
66
67 ### Using this software with Yanzl's Radar graph:
68 *This works with versions below 2.5 only.
69 https://github.com/Terri00/CS-GO-Auto-Radar/blob/tavr/radar-graph.md
70
71 ### Free software used:
72 - Headers from the amazing STB collection: https://github.com/nothings/stb
73 - cxxopts: https://github.com/jarro2783/cxxopts
74
75 ###### Looking for the old height map generator? https://github.com/Terri00/MCDV/tree/master