De/Dimensions: Difference between revisions
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==Source Engine Maßstab Kalkulation== | ==Source Engine Maßstab Kalkulation== | ||
Die [[Source Engine]] 'game unit(Einheiten)' entspricht dem unit Gitternetz in [[Hammer]] und [[XSI]]. Der Maßstab der für Source maps und Models verwendet wird basiert auf [http://en.wikipedia.org/wiki/Foot_%28length%29 Imperial Foot] , d.h. lassen sich metrische Maße schwer festlegen.{{note| | Die [[Source Engine]] 'game unit(Einheiten)' entspricht dem unit Gitternetz in [[Hammer]] und [[XSI]]. Der Maßstab der für Source maps und Models verwendet wird basiert auf [http://en.wikipedia.org/wiki/Foot_%28length%29 Imperial Foot] , d.h. lassen sich metrische Maße schwer festlegen.{{note|Einige nützliche Umrechnungstools sind [http://www.onlineconversion.com/length_common.htm distance] und [http://www.onlineconversion.com/speed_common.htm speed]. Eine sehr einfache Vista sidebar-Anwendung , die (ausschließlich) Hammerunits zu wirklichen Einheiten (Meter, Centimeter, Inch und Fuß) umrechnet, ist [http://www.new-life.org.au/~tin/SourceCalc.gadget hier] zu finden. [http://www.moddb.com/engines/source/downloads/hammer-units-conversion-tool Das Hammer units conversion Tool] ist ein Tool, dass sich in Hammer integriert und alle drei typen der Spieleinheiten in metrische oder imperiale Einheiten umrechnet, während man mit Objekten arbeitet. Zu guter Letzt eine kleine [http://www.codersoft.net/SourceUnitConverter.exe standalone Anwendung] die map-, Character Model-, Prop Modell-, und Skybox- Einheitenzu und aus metrischen und imperialen Einheiten konvertiert.}} | ||
{{note|Hammer | {{note|Hammer und 3DSMax Stendarteinheiten sind gleich.}} | ||
# Levels, Architektur and prop models verwenden einen Maßstab von '''1 foot = 16 units'''. | # Levels, Architektur and prop models verwenden einen Maßstab von '''1 foot = 16 units'''. | ||
# Skyboxen (welche 1/16 des normalen Maßstabes sind) verwenden '''1 foot = 1 unit'''. | # Skyboxen (welche 1/16 des normalen Maßstabes sind) verwenden '''1 foot = 1 unit'''. |
Revision as of 05:02, 31 August 2015
Die unten benutzten Zahlen wurden nur im Half-Life 2 Single Player getestet.

Source Engine Maßstab Kalkulation
Die Source Engine 'game unit(Einheiten)' entspricht dem unit Gitternetz in Hammer und XSI. Der Maßstab der für Source maps und Models verwendet wird basiert auf Imperial Foot , d.h. lassen sich metrische Maße schwer festlegen.


- Levels, Architektur and prop models verwenden einen Maßstab von 1 foot = 16 units.
- Skyboxen (welche 1/16 des normalen Maßstabes sind) verwenden 1 foot = 1 unit.
- Charakter models für die Source Engine verwenden zurzeit 1 foot = 12 units.
Texturemaps are applied to Models and Brushwork in the Source Engine and are therefore scaled relative to game units.
- At the default Texturemap scale (0.25) 1 texture pixel = 0.25 x 0.25 units (or 4x4 texels = 1 grid unit). Eg: an (undistorted) 512 x 512 texture covers 128 x 128 game units.
- At the default Lightmap scale (16) 1 lightmap pixel = 16 x 16 units.
Speed is usually given in map-units per second. To convert this to Miles per Hour, multiply by (15/352).
Map Grid Units: Übersicht
Map Grid Imperial Metrisch 1 = 0.75" = 0.01905 2 = 1.5" = 0.04 4 = 3" = 0.08 8 = 6" = 0.15 16 = 1' = 0.3 32 = 2' = 0.6 64 = 4' = 1.2 128 = 8' = 2.4 (160 = 10' = 3.0) 256 = 16' = 4.9 512 = 32' = 9.8 Player Kollisions Hülle 32 = 2' 0" breit & lang 36 = 2' 3" höhe kriechend 72 = 4' 6" höhe stehend Player Augenhöhe 28 = 1' 9" höhe kriechend 64 = 4' 0" höhe stehend Architektur 128 = 8' 0" normale Flur höhe 64 = 4' 0" normale Flur breite 108 = 6' 9" normale Tür höhe 48 = 3' 6" normale Tür breite
Skyboxen
- 1 skybox grid unit = 1 ft
- 1 mile = 5,280 ft (1/4 mile = 1,320 ft).
- 1 acre = 66 x 660 ft (209 x 208 ft).
- 100 yards = 300 ft.
- 100 meters = 328 ft.
- 1 hectare = 328 x 328 ft.
- 2 hectares = 656 x 328 ft (=464 x 464 ft).
- 3 hectares = 984 x 328 ft (=568 x 568 ft).
- 4 hectares = 656 x 656 ft.
Player Kollisions Hülle
Dies sind die numerischen Werte im Bezug auf Dimensionen zum mappen. Sie beinhalten die minimum Werte die ein Spieler brauch zum vorbei gehen. Siehe auch Player Hull.
Boden-Hindernis Höhe
This is the maximum height, in units, an object can be while still allowing the player to walk over it.
- Kriechend: 18
- Stehend: 18
Überkopf-Hindernis Höhe
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.
- Kriechend: 37
- Stehend: 73
- Left 4 Dead Kriechend: 56
- Counter-Strike Source Kriechend: 50
- Counter-Strike Source Stehend: 63
Minimum Path Size
This is the minimum size, in units, that can be between two objects while still allowing the player to pass between them.
- Width: 33 (Between collision surfaces oriented along the x or y axis.)
- Width: 46 (Walls rotated 45 degrees to grid.)
- Width: 65 (On-axis width between walls skewed to 45 degrees relative to grid.)
- Height: 37
Gradient
This is the maximum slope angle, in degrees from the horizontal, that the player can scale. Anything steeper than this is un-climbable.
- Gradient: 45°
Reach
- Automatic pick up item (ammo/weapon): 25 from center. ie 9 units beyond the Player Collision Hull.
- Max Distance to use switch/door-handle/etc: 82 units.
Player Viewpoint
Field of View
Change the default Horizontal FOV in HL2 by typing fov xx
in the console, where xx is the number in degrees.
- Player default = 75°
- View Model = 54° (
viewmodel_fov
) - Suit Zoom = 25°
- Crossbow = 20°
- HL2 Jeep = 90° (
r_jeepFOV
)
Eyelevel
This is the Height above the floor on which the player is standing.
- Crouch : 28 units (+ Jump = 49 units)
- Stand/Walk/Run/Sprint : 64 units (+ Jump = 85 units)
- Jump: adds 21 units.
Player Movement Data
These are the numerical values for the various settings related to movement in Half-Life 2.
Speed
- Crouching: 63.33 (2.7 mph)
- Walking: 150 (6.4 mph)
- Running: 190 (8.1 mph)
- Sprinting : 327.5 (14 mph)
- Surface Swim Speed: 152 (6.5 mph)
- Surface Swim Fast Speed: 256 (11.3 mph)
- Surface Swim Slow Speed: 120 (5.1 mph)
- Aux power flashlight: 43 seconds
Sprinting
- Speed: 327.5 units per second (14 mph)
- Max Distance: 2620
- Max Duration: 8 seconds
- Recovery time: 8 seconds
Sprinting with Flashlight
- Max Distance: 2245
- Max Duration with flashlight: 6 seconds
Jumping
Vertical (To High Point)
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.
HL2 Step Height +Jump +Jump-Crouch Crouching: 18 21 21 Standing: 18 20 56 Walking: 18 20 56 Running: 18 20 56 Sprinting: 18 20 56
CS:S Step Height +Jump +Jump-C +C-Jump-C Crouching: 18 56 - - Standing: 18 52 61 65 Walking: 18 52 61 65 Running: 18 52 61 65 Sprinting: 18 52 61 65
Horizontal (To Equal Height)
This is the maximum distance, in units, that can be between two objects of the same height, while still allowing the player to jump from one object to the other.
- Stationary: 84
- Stationary crouched: 40
- Crouched: 99 now 62
- Walking: N/A will not jump while walking
- Running: 176
- Running crouch-jump: 225
- Sprinting crouch-jump: 272
High Point to Low Point
This is the distance while falling to a lower point.
- Taking no damage: Drop 185 : Span 415.
- Taking 98 damage: Drop 692 : Span 540.
Jumping Using the Gravity Gun
Firing a single shot straight down at a prop_physics model (props_debris/metal_panel01a.mdl) = 350 units
Jumping, pulling, then firing, then pulling, and firing again = 400+ units
Falling Damage
This is the damage taken when falling straight down.
- Terminal velocity: 3500 (150mph)
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Unterwasser schwimmen
- Speed: 152 (6.5 mph)
- Sinking Speed (no keys): 48 (2.0 mph)
- Max Entfernung (no damage): 2523
- Max Distance (still alive): 3848
- Max Depth & return to surface (no damage): 1325
- Max Depth & return to surface (10 hp remaining): 2000
Unterwasser schwimmen mit Taschenlampe
- Max Distance (no damage): 2170
- Max Distance (still alive): 3535
- Max Depth & return to surface (no damage): 1190
- Max Depth & return to surface (still alive): 1850
Fahrzeuge
Buggy
- Buggy speed normal: 821.3 (35 mph)
- Buggy rückwärts: 469.3 (20 mph)
- Buggy turbo: 1173.3 (50 mph)
- Kletter winkel: ramp = 3900 l x 1670 h 564 l x 504 h
- Kletter winkel stehend: 63 deg
- Kletter winkel ohne turbo: 66 deg
- Kletter winkel turbo: 50 deg lang 42 deg kurz
- Spring entfernung normal: 216
- Spring entfernung turbo: 860
- Überkopf-Hindernis Höhe: 90
- Minimum Pfad Breite: 118
- Standtiefe: 40
Flugboot
- Flugboot speed normal: 797.9 (34 mph)
- Flugboot rückwärts: 797.9 (34 mph)
- Kletter winkel no full throttle momentum: 55
- Sprung entfernung höhe: 856
- Überkopf-Hindernis Höhe: 86
- Minimum Weg breite: 86