Specify the layout in hammer by adding brushes to a visgroup named 'tavr_layout', and Auto Radar will do the rest.
-
+
Editable GLSL compositor engine for CS:GO Radars, many features to come.
Notable things up ahead:
- Prop support
-- Ambient Occlusion // baked lighting
+- baked lighting & even better AO
- Auto CSG geometry for even better masking
Want to support development? https://www.paypal.me/terri00 :)
# Usage Guide:
-This post covers basic usage of Auto Radar: http://www.harrygodden.com/blog/?article=auto-radar-alpha
+This guide covers basic usage of Auto Radar: http://www.harrygodden.com/blog/?article=auto-radar-alpha
# Download:
This tool requires Visual C++ 2017 redistributables, you can donwload them here (both should be installed if Auto Radar won't start):
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
-w, --width int // Render width (experimental)
-h, --height int // Render height (experimental)
+
+--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`.
+
+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.
+
+### 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 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) |
+
+### Detected Entities:
+Entities with these classnames get picked up by Auto Radar. They are not required, and the values will otherwise be automatically set otherwise.
+
+| 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) |
### Free software used:
- Headers from the amazing STB collection: https://github.com/nothings/stb