Specify the layout in hammer by adding brushes to a visgroup named 'tar_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~~ Done!
- func_instances
-- baked lighting & even better AO
+- baked lighting & ~~even better AO~~ Done
- Auto CSG geometry for even better masking
Want to support development? https://www.paypal.me/terri00 :)
| 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:

|-----------------|-----------------------------------------------|
| 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:

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: