RadGen old

RadGen (Radar Generator) is a tool for . This tool can generate highly customisable overviews for maps using meshes, entities and/or materials, by assigning them to specific Selection Sets.
It can also be used in either a Material based workflow, or a Selection Set based workflow.
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==Installation==
;Download .NET Runtimes
# Download and install the latest .NET 8 runtime
;Install RadGen
# Download and unzip the latest release. Then, inside the unzipped folder, run RadGen_Install.bat (located in the 'Setup' folder).
;Enabling/Disabling RadGen (unable to play online or see RadGen stuff in Hammer?)
# The changes to the two gameinfo.gi files currently disables you from playing online on official Valve servers.
# Run RadGen_Enable.bat and RadGen_Disable.bat to enable/disable the ability to play online vs the ability to see RadGen materials and entities inside Hammer.
;Generating a radar
# When opening the game with the tools, open the console and change the Convar Helper's 'Page' dropdown to one of the 'User Page' options.
# Click the cog on the right hand side, and choose 'Import Page'. Select the 'RadGen_vconsole_template.ini' file.
# You should now see a list of buttons for the the main maps in your addons.
# 'Generate Radar' buttons will generate a radar for your map, and update it in-game.
# 'Update radar' buttons will update your existing radar it in-game. Useful when wanting to manually tweak a previously generated radar.
==Bundled Software==
Included with RadGen is Yanzl's RadarGen .sbsar file, which allows you to create a Valve style radar with ease using RadGen and Substance Designer.
# Enable Export Raw Masks in radgen_config.
# Generate the overview using RadGen. Raw mask files will be exported to the /_radgen_extras folder
# Drag the RadarGen .sbsar file (located in your Counter-Strike Global Offensive/RadGen folder) into Substance Designer, and use the raw mask files as inputs.
# Overwrite the original .tga radar file in your addon's /panorama/images/overheadmaps folder.
==Usage==
To get started, add a radgen_config entity into the map.
Two auto Visgroups are created automatically: 'RadGen - Point Entities' & 'RadGen - Mesh Entities'.
It is potentially recommended to disable these when compiling a level, as some meshes may be visible in-game when tied to certain entities.
Mesh Entities including Buyzones, Bombsites and Rescue Zones, are drawn by default.
For bombsites, it will use their bombsite letter set in the entity's keyvalue in hammer for the .txt file outputted.
Props are supported and will display correctly for whichever selection set they are placed in. Props in the 'RadGen' selection set will be shown as cover as a default.
Overlays are supported. You can use either the info_overlay entity or the more thorough radgen_info_overlay entity for this.
There is support for both prefabs and instances.
Subdivision of all power levels is supported.
There are two workflows supported by RadGen:
# Material based workflow
# Selection Set based workflow
To generate and update a radar, click the 'Generate' radar button for your addon's map in VConsole's Convar Helper page that uses the RadGen_vconsole_template.ini file (check the installation instructions).
To update a radar in game only, click the 'Update' radar button for your addon's map instead.
A '*vmap_name*.radgen.log' file is created next to your .vmap file when running RadGen. Take a look at this to view your radar's generation progress, or to search for errors.
==Workflow 1 (Material based)==
You may want to use separate meshes to your playable map itself.
Everything for the radar should go into a custom Selection Set named RadGen (including radgen_box mesh entities), excluding the point entities.
RadGen will only display mesh faces with a RadGen texture applied to them. These include Path, Overlap, Cover, Door, Ladder and Danger.
The Remove texture will disallow anything to display within its volume.
The Ignore texture will be completely ignored, and is just a nice way to show mesh faces you don't want to draw.
You can apply the textures to all faces on a mesh, but it may cause slight issues when using stroke around your meshes, so if you notice any slight issues with stroke then that is likely the cause. In this scenario, only apply the texture to the top face.
If you wish to create separate meshes using the RadGen materials for objectives, such as Buyzones, Bombsites and Rescue Zones, these meshes will take priority over the mesh entities.
===Selection Set===
Name 	Works with 	What to add	Description
radgen	Mesh Entities, Point Entities, Props, Overlays	Everything.	Everything in here will be used when generating the overview.
===Materials===
These are the materials that can be used with the Material based workflow.
Image	Material name 	Description
 	radgen/path 	Displays a Path.
 	radgen/overlap 	Displays an Overlap.
 	radgen/cover 	Displays cover.
 	radgen/remove 	Defines a volume to not display anything in.
 	radgen/door 	Defines a volume as a Door.
 	radgen/ladder 	Defines a volume as a Ladder.
 	radgen/danger 	Defines a volume as a Danger.
 	radgen/buyzone 	Defines a volume as a Buyzone.
 	radgen/bombsite_a 	Defines a volume as a Bombsite A.
 	radgen/bombsite_b 	Defines a volume as a Bombsite B.
 	radgen/rescue_zone 	Defines a volume as a Rescue Zone.
 	radgen/hostage 	Defines a volume as a Hostage.
 	radgen/t_spawn 	Defines a volume as T Spawn.
 	radgen/ct_spawn 	Defines a volume as CT Spawn.
 	radgen/ignore 	Does nothing, an option for unused mesh sides.
 	radgen/radgen_overlays	Example for use on info_overlay and radgen_info_overlay entities. Optional.
 	radgen/radgen_box 	Example for use on radgen_box entities. Optional.
==Workflow 2 (Selection Set based)==
You can also use the same workflow as TAR and JERC (CS:GO auto radar tools), avoiding the need of using the RadGen materials, and allowing you to use your already placed meshes for the overview.
The available selection sets are: 'radgen_remove', 'radgen_path', 'radgen_overlap', 'radgen_cover', 'radgen_door', 'radgen_ladder', 'radgen_danger'.
You will want to place anything else in the normal 'radgen' Selection Set, as done in the Material based workflow.
===Selection Sets===
Name 	Works with 	What to add 	Description
radgen_path 	Meshes, Mesh Entities, Props 	Accessible path areas. 	The accessible ground areas the player can walk on.
radgen_overlap	Meshes, Mesh Entities, Props 	Accessible overlapping ground areas.	The accessible path areas the player can walk on that are above a radgen_path area in the same overview level.
radgen_cover 	Meshes, Mesh Entities, Props 	Cover. 	The cover in the level, displayed on top of paths.
radgen_remove 	Meshes, Mesh Entities 	Inaccessible path areas. 	The inaccessible path areas. Stops the overview including anything in this area. A workaround to messy meshwork.
radgen_door 	Meshes, Mesh Entities, Props 	Doors. 	The doors in the level.
radgen_ladder 	Meshes, Mesh Entities, Props 	Ladders. 	The ladders in the level.
radgen_danger 	Meshes, Mesh Entities, Props 	Any dangerous places in the level. 	Adds a semi-transparent overlay on top of accessible paths in a level, denoting that these areas can damage players.
radgen 	Mesh Entities, Point Entities, Props, Overlays	Everything else. 	Any other materials/entities that do not have their own selection set should be added here, as they support the Material Based workflow only.
==Entities==
These entities allow for greater customisation of radars.
Icon	Classname 	Description 	Keyvalues
 	radgen_config 	Configure the main functionality. 	
 	radgen_divider 	A divider between different levels of the radar. 	
 	radgen_ceiling 	Overrides the minimum height value of a radar level that is used for gradients. 	
 	radgen_floor 	Overrides the maximum height value of a radar level that is used for gradients. 	
 	radgen_info_overlay	An info_overlay with the ability to set a colour for this overlay instead of using the radgen_config's overlay colour.	
:*0: No
:*1: Yes
 	radgen_box 	A Mesh Entity that can specify showing a unique colour when displayed in a radar. Increases customisability for what users can do.
An example of this would be to showcase the connections between different teleporters in a map.	
===Customisation===
The options that can be tweaked to create the radar how you want it.
Image
==Useful Links==
*Eagle One Development Team - Radgen minimap creation - CS2 Mapping Academy #11 (Counter Strike 2)
*Substance Designer example video for creating a Valve style radar
==See also==
*Download Page (Discord server)
Category: Third Party Source 2 Tools