De/Dimensions: Difference between revisions
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{{ | {{lang|Dimensions}}{{HL2 topicon|suf=:de}}{{CSS topicon|suf=:de}}{{source topicon|suf=:de}}[[Category:Level Design FAQ:de]] | ||
| | {{translate:de}} | ||
| | {{todo:de|Den Rest übersetzen.}} | ||
}} | Die unten benutzten Zahlen wurden nur im {{hl2|4|suf=:de}}{{css|also|suf=:de}} Single Player getestet. | ||
{{todo|Den Rest übersetzen.}} | |||
Die unten benutzten Zahlen wurden nur im | |||
{{ | {{tip:de|Für die {{tf2|4|suf=:de}} Dimensionen siehe [[Team Fortress 2 Mapper's Reference:de]].}} | ||
{{tip:de|Für die {{dods|4|suf=:de}} Dimensionen siehe [[Day of Defeat: Source Mapper's Reference]] {{en}}.}} | |||
{{tip:de|Für die {{as|4|suf=:de}} Dimensionen siehe [[Alien Swarm Mapper's Reference]] {{en}}.}} | |||
{{tip:de|Für die {{csgo|4|suf=:de}} Dimensionen siehe [[Counter-Strike: Global Offensive Mapper's Reference]] {{en}}.}} | |||
{{tip:de|Für die {{svrh|4|suf=:de}} Dimensionen siehe [[SteamVR/Environments/Environment_Tutorial:_Hammer_and_Basic_Lighting#Units|Environment Tutorial: Hammer and Basic Lighting]] {{en}}.}} | |||
{{tip:de|Für die {{l4dseries|4|suf=:de}} Dimensionen siehe [[Dimensions in L4D2]] {{en}}.}} | |||
==Source Engine Maßstab Kalkulation== | ==Source Engine Maßstab Kalkulation== | ||
Die | Die „game unit (Einheiten)“ entspricht dem unit Gitternetz in [[Valve Hammer Editor:de|Hammer]] und [[Softimage Mod Tool:de|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:de|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 und 3DSMax Stendarteinheiten sind gleich.}} | {{note:de|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'''. | ||
# Charakter models für die | # Charakter models für die {{Source|suf=:de|4}} 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. | 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 | * At the default [[Texturemap]] {{en}} 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'''. | * At the default [[Lightmap]] {{en}} 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). | Speed is usually given in map-units per second. To convert this to Miles per Hour, multiply by (15/352). To convert it to kilometers per hour, multiply by (12069/176000)—which is just 15⁄352 multiplied by 1.6092, the conversion factor from miles to kilometers. | ||
===Map Grid Units: Übersicht === | ===Map Grid Units: Übersicht === | ||
{| class=standard-table style="text-align:center" | |||
1 | |+ style="color:silver;"|Architektur (maps, architecture, certain models) | ||
|- | |||
! Grid !! Zöllisch !! Metrisch !! style="width: 16em;" | | |||
|- | |||
| 1 u || ¾ in || 1,905 cm | |||
|- | |||
| 2 u || 1½ in || 3,81 cm | |||
|- | |||
( | | 4 u || 3 in || 7.62 cm | ||
|- | |||
| 8 u || 6 in || 15,24 cm | |||
|- | |||
| 16 u || 12 in || 30,48 cm | |||
|- | |||
| 28 || 21 in || 53,34 cm || Player Augenhöhe (kriechend) | |||
|- | |||
| 32 u || 24 in || 60,96 cm || Player Kollisions breit & lang | |||
|- | |||
| 36 u || 28 in || 68,58 cm || Player Kollisions höhe (kriechend) | |||
|- | |||
| 48 u || 42 in || 99,06 cm || „Normale“ Tür breite | |||
|- | |||
| ~52,49 u || ~39¼ in || 1 m | |||
|- | |||
| 64 u || 48 in || ~1,219 m || Player Augenhöhe (stehend), „normale“ Flur breite | |||
|- | |||
| 72 u || 56 in || ~1,372 m || Player Kollisions höhe (stehend) | |||
|- | |||
| 108 u || 81 in || 2,057 m || „Normale“ Tür höhe | |||
|- | |||
| 128 u || 8 ft || ~2,438 m || „Normale“ Flur höhe | |||
|- | |||
| ~157,5 u || ~118 in || 3 m | |||
|- | |||
| 256 u || 192 ft || ~4,877 m | |||
|- | |||
| ~262,5 u || ~197 in || 5 m | |||
|- | |||
| 512 u || 384 in || ~9,754 m | |||
|- | |||
| ~524,9 u || ~394 in || 10 m | |||
|} | |||
=== Skyboxen === | === Skyboxen === | ||
{| class=standard-table style="text-align:center" | |||
! Unit !!style="width: 5em;"|Hammer !!style="width: 5em;"|Metrische !! | |||
|- | |||
| 1 skybox grid unit || 1 u || 0,341 m || Or 16 u within the main map | |||
|- | |||
| 100 meters || ~328,1 u || 1 hm || | |||
|- | |||
| ¼ mile || 1.320 u || 0,402 km ||402,3 m | |||
|- | |||
| 1 mile || 5.280 u || 1,609 km || please don't make a skybox this big | |||
|- | |||
|- | |||
| 1 hectare || ~107.640 u² (~328 u × ~328 u) || 10.000 m² (100 m × 100 m) | |||
|- | |||
| 2 hectares || ~215.280 u² (~464 u × ~464 u) || 20.000 m² | |||
|} | |||
== Player Kollisions Hülle == | == Player Kollisions Hülle == | ||
Dies sind die Dimensionen, der Kollisionshülle des Spielers. Wenn ein Durchgang passierbar sein soll, müssen diese Werte mindestens erreicht werden. Siehe auch [[Player Hull]]. | Dies sind die Dimensionen, der Kollisionshülle des Spielers. Wenn ein Durchgang passierbar sein soll, müssen diese Werte mindestens erreicht werden. Siehe auch [[Player Hull]] {{en}}. | ||
===Boden-Hindernis Höhe=== | ===Boden-Hindernis Höhe=== | ||
[[Image:Units01.jpg|thumb|left]] | [[Image:Units01.jpg|thumb|left]] | ||
Line 97: | Line 123: | ||
Das ist der maximale Winkel, den der Spieler erklimmen kann. Alles was steiler ist, kann der Spieler nicht erklimmen. | Das ist der maximale Winkel, den der Spieler erklimmen kann. Alles was steiler ist, kann der Spieler nicht erklimmen. | ||
* Gradient: | * Gradient: 45° | ||
===Reach=== | ===Reach=== | ||
Line 105: | Line 131: | ||
== Player Viewpoint == | == Player Viewpoint == | ||
=== Field of View=== | === Field of View=== | ||
Change the default Horizontal [[FOV]] in HL2 by typing <code>fov xx</code> in the console, where xx is the number in degrees. | {{tip:de|Change the default Horizontal [[FOV]] {{en}} in HL2 by typing <code>fov xx</code> in the console, where xx is the number in degrees.}} | ||
* Player default = | * Player default = 75° | ||
* View Model = | * View Model = 54° (<code>viewmodel_fov</code>) | ||
* Suit Zoom = | * Suit Zoom = 25° | ||
* Crossbow = | * Crossbow = 20° | ||
* HL2 Jeep = | * HL2 Jeep = 90° (<code>r_jeepFOV</code>) | ||
=== Eyelevel === | === Eyelevel === | ||
Line 119: | Line 145: | ||
==Player Movement Data== | ==Player Movement Data== | ||
These are the numerical values for the various settings related to movement in | These are the numerical values for the various settings related to movement in {{hl2|2|suf=:de}}. | ||
===Speed=== | ===Speed=== | ||
* Crouching: 63 | * Crouching: 63,3̅ (~2,7 mph, ~4,3 kph) | ||
* Walking: 150 (6 | * Walking: 150 (~6,4 mph, ~10,3 kph) | ||
* Running: 190 (8 | * Running: 190 (~8,1 mph, ~13 kph) | ||
* Sprinting : | * Sprinting : 320 (~13,6 mph, ~21,9 kph) | ||
* Surface Swim Speed: 152 (6 | * Surface Swim Speed: 152 (~6,5 mph, ~10,4 kph) | ||
* Surface Swim Fast Speed: 256 (11 | * Surface Swim Fast Speed: 256 (~11,3 mph, ~17,6 kph) | ||
* Surface Swim Slow Speed: 120 (5 | * Surface Swim Slow Speed: 120 (~5,1 mph, ~8,2 kph) | ||
* Aux power flashlight: 43 seconds | * Aux power flashlight: 43 seconds | ||
===Sprinting=== | ===Sprinting=== | ||
* Speed: | * Speed: 320 units per second (~13,6 mph, ~21,9 kph) | ||
* Max Distance: | * Max Distance: 2560 (160 ft, ~48,8 m) | ||
* Max Duration: 8 seconds | * Max Duration: 8 seconds | ||
* Recovery time: 8 seconds | * Recovery time: 8 seconds | ||
====Sprinting with Flashlight==== | ====Sprinting with Flashlight==== | ||
* Max Distance: | * Max Distance: 1920 (120 ft, ~36,6 m) | ||
* Max Duration with flashlight: 6 seconds | * Max Duration with flashlight: 6 seconds | ||
===Jumping=== | ===Jumping=== | ||
====Vertical (To High Point)==== | ====Vertical (To High Point)==== | ||
Das ist die maximale Hohe, die ein Objekt haben kann, damit der Spieler hinaufspringen kann. | Das ist die maximale Hohe, die ein Objekt haben kann, damit der Spieler hinaufspringen kann. | ||
{| class="wikitable" style="text-align:center" | |||
|+ {{hl2|4|suf=:de}} | |||
|- | |||
! !!Step!!+Jump!! +Jump-Crouch | |||
|- | |||
| Crouching || 18 || 21 || 21 | |||
|- | |||
| Standing || 18 || 20 || 56 | |||
|- | |||
| Walking || 18 || 20 || 56 | |||
|- | |||
| Running || 18 || 20 || 56 | |||
|- | |||
| Sprinting || 18 || 20 || 56 | |||
|} | |||
{| class="wikitable" style="text-align:center" | |||
|+ {{css|4|suf=:de}} | |||
|- | |||
! !!Step!!+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 | |||
|} | |||
{| class="wikitable" style="text-align:center" | |||
|+ {{gmod|4|suf=:de}} | |||
|- | |||
! !!Step!!+Jump!! +Jump-Crouch | |||
|- | |||
| Crouching || 18 || 21 || 21 | |||
|- | |||
| Standing || 18 || 30 || 68 | |||
|- | |||
| Walking || 18 || 30 || 68 | |||
|- | |||
| Running || 18 || 30 || 68 | |||
|- | |||
| Sprinting || 18 || 30 || 68 | |||
|} | |||
====Horizontal (To Equal Height)==== | ====Horizontal (To Equal Height)==== | ||
Line 176: | Line 232: | ||
====Jumping Using the Gravity Gun==== | ====Jumping Using the Gravity Gun==== | ||
Firing a single shot straight down at a {{ent:de|prop_physics model}} (<code>props_debris/metal_panel01a.mdl</code>) = 350 units | |||
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 | Jumping, pulling, then firing, then pulling, and firing again = 400+ units | ||
Line 183: | Line 238: | ||
===Falling Damage=== | ===Falling Damage=== | ||
This is the damage taken when falling straight down. | This is the damage taken when falling straight down. | ||
* Terminal velocity: 3500 ( | * Terminal velocity: 3500 (~149mph, ~240 kph) | ||
{|style="background:transparent;" | {|style="background:transparent;" | ||
Line 287: | Line 342: | ||
|} | |} | ||
{{note|Falling into water ><nowiki>=</nowiki>2 units negates all fall damage.}} | {{note:de|Falling into water ><nowiki>=</nowiki>2 units negates all fall damage.}} | ||
===Unterwasser schwimmen=== | ===Unterwasser schwimmen=== | ||
* Speed: 152 (6 | * Speed: 152 (~6,5 mph, ~10,4 kph) | ||
* Sinking Speed (no keys): 48 (2 | * Sinking Speed (no keys): 48 (~2,0 mph, ~3,3 mph) | ||
* Max Entfernung (no damage): 2523 | * Max Entfernung (no damage): 2523 | ||
* Max | * Max Entfernung (still alive): 3848 (~241 ft, ~73 m) | ||
* Max Depth & return to surface (no damage): 1325 | * Max Depth & return to surface (no damage): 1325 (~82,8 ft, ~25 m) | ||
* Max Depth & return to surface (10 hp remaining): 2000 | * Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m) | ||
====Unterwasser schwimmen mit Taschenlampe==== | ====Unterwasser schwimmen mit Taschenlampe==== | ||
* Max | * Max Entfernung (no damage): 2170 (~136 ft, ~41 m) | ||
* Max | * Max Entfernung (still alive): 3535 (~221 ft, ~67 m) | ||
* Max Depth & return to surface (no damage): 1190 | * Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m) | ||
* Max Depth & return to surface (still alive): 1850 | * Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m) | ||
==Fahrzeuge== | ==Fahrzeuge== | ||
===Buggy=== | ===Buggy=== | ||
* Buggy speed | * Buggy speed normale: 821,3 (~35 mph, ~56 kph) | ||
* Buggy rückwärts: 469 | * Buggy rückwärts: 469,3 (~20 mph, ~32 kph) | ||
* Buggy turbo: 1173 | * Buggy turbo: 1173,3 (~50 mph, ~80 kph) | ||
* Kletter winkel: ramp = 3900 l x 1670 h 564 l x 504 h | * Kletter winkel: ramp = 3900 l x 1670 h 564 l x 504 h | ||
* Kletter winkel stehend: 63 deg | * Kletter winkel stehend: 63 deg | ||
Line 319: | Line 374: | ||
===Flugboot=== | ===Flugboot=== | ||
* Flugboot speed normal: 797 | * Flugboot speed normal: 797,9 (~34 mph, ~55 kph) | ||
* Flugboot rückwärts: 797 | * Flugboot rückwärts: 797,9 (~34 mph, ~55 kph) | ||
* Kletter winkel no full throttle momentum: 55 | * Kletter winkel no full throttle momentum: 55 | ||
* Sprung entfernung höhe: 856 | * Sprung entfernung höhe: 856 | ||
* Überkopf-Hindernis Höhe: 86 | * Überkopf-Hindernis Höhe: 86 | ||
* Minimum Weg breite: 86 | * Minimum Weg breite: 86 | ||
<!-- http://www.sourcemapping.org/akg/tutorials/wisedim.asp --> | <!-- http://www.sourcemapping.org/akg/tutorials/wisedim.asp --> |
Revision as of 07:10, 23 May 2022
Die unten benutzten Zahlen wurden nur im Half-Life 2(auch in
) Single Player getestet.
Template:Tip:de Template:Tip:de Template:Tip:de Template:Tip:de Template:Tip:de Template:Tip:de
Source Engine Maßstab Kalkulation
Die „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.Template:Note:de Template:Note:de
- 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). To convert it to kilometers per hour, multiply by (12069/176000)—which is just 15⁄352 multiplied by 1.6092, the conversion factor from miles to kilometers.
Map Grid Units: Übersicht
Grid | Zöllisch | Metrisch | |
---|---|---|---|
1 u | ¾ in | 1,905 cm | |
2 u | 1½ in | 3,81 cm | |
4 u | 3 in | 7.62 cm | |
8 u | 6 in | 15,24 cm | |
16 u | 12 in | 30,48 cm | |
28 | 21 in | 53,34 cm | Player Augenhöhe (kriechend) |
32 u | 24 in | 60,96 cm | Player Kollisions breit & lang |
36 u | 28 in | 68,58 cm | Player Kollisions höhe (kriechend) |
48 u | 42 in | 99,06 cm | „Normale“ Tür breite |
~52,49 u | ~39¼ in | 1 m | |
64 u | 48 in | ~1,219 m | Player Augenhöhe (stehend), „normale“ Flur breite |
72 u | 56 in | ~1,372 m | Player Kollisions höhe (stehend) |
108 u | 81 in | 2,057 m | „Normale“ Tür höhe |
128 u | 8 ft | ~2,438 m | „Normale“ Flur höhe |
~157,5 u | ~118 in | 3 m | |
256 u | 192 ft | ~4,877 m | |
~262,5 u | ~197 in | 5 m | |
512 u | 384 in | ~9,754 m | |
~524,9 u | ~394 in | 10 m |
Skyboxen
Unit | Hammer | Metrische | |
---|---|---|---|
1 skybox grid unit | 1 u | 0,341 m | Or 16 u within the main map |
100 meters | ~328,1 u | 1 hm | |
¼ mile | 1.320 u | 0,402 km | 402,3 m |
1 mile | 5.280 u | 1,609 km | please don't make a skybox this big |
1 hectare | ~107.640 u² (~328 u × ~328 u) | 10.000 m² (100 m × 100 m) | |
2 hectares | ~215.280 u² (~464 u × ~464 u) | 20.000 m² |
Player Kollisions Hülle
Dies sind die Dimensionen, der Kollisionshülle des Spielers. Wenn ein Durchgang passierbar sein soll, müssen diese Werte mindestens erreicht werden. Siehe auch Player Hull .
Boden-Hindernis Höhe
Die maximale Höhe bei der ein Spieler über das Objekt laufen kann.
- Kriechend: 18
- Stehend: 18
Überkopf-Hindernis Höhe
Dies ist die minimale Distanz, die zwischem dem Boden und dem Objekt herrschen muss, damit der Spieler hinunterdurch gehen kann.
- Kriechend: 37
- Stehend: 73
- Left 4 Dead Kriechend: 56
- Counter-Strike Source Kriechend: 50
- Counter-Strike Source Stehend: 63
Minimum Path Size
Das ist der minimale Abstand zwischen zwei Objekten, so dass der Spieler zwischen hindurch gehen kann.
- 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
Das ist der maximale Winkel, den der Spieler erklimmen kann. Alles was steiler ist, kann der Spieler nicht erklimmen.
- 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
- Player default = 75°
- View Model = 54° (
viewmodel_fov
) - Suit Zoom = 25°
- Crossbow = 20°
- HL2 Jeep = 90° (
r_jeepFOV
)
Eyelevel
Das ist die hohe des Spielers, von der aus der Spieler "sieht".
- 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: 63,3̅ (~2,7 mph, ~4,3 kph)
- Walking: 150 (~6,4 mph, ~10,3 kph)
- Running: 190 (~8,1 mph, ~13 kph)
- Sprinting : 320 (~13,6 mph, ~21,9 kph)
- Surface Swim Speed: 152 (~6,5 mph, ~10,4 kph)
- Surface Swim Fast Speed: 256 (~11,3 mph, ~17,6 kph)
- Surface Swim Slow Speed: 120 (~5,1 mph, ~8,2 kph)
- Aux power flashlight: 43 seconds
Sprinting
- Speed: 320 units per second (~13,6 mph, ~21,9 kph)
- Max Distance: 2560 (160 ft, ~48,8 m)
- Max Duration: 8 seconds
- Recovery time: 8 seconds
Sprinting with Flashlight
- Max Distance: 1920 (120 ft, ~36,6 m)
- Max Duration with flashlight: 6 seconds
Jumping
Vertical (To High Point)
Das ist die maximale Hohe, die ein Objekt haben kann, damit der Spieler hinaufspringen kann.
Step | +Jump | +Jump-Crouch | |
---|---|---|---|
Crouching | 18 | 21 | 21 |
Standing | 18 | 20 | 56 |
Walking | 18 | 20 | 56 |
Running | 18 | 20 | 56 |
Sprinting | 18 | 20 | 56 |
Step | +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 |
Step | +Jump | +Jump-Crouch | |
---|---|---|---|
Crouching | 18 | 21 | 21 |
Standing | 18 | 30 | 68 |
Walking | 18 | 30 | 68 |
Running | 18 | 30 | 68 |
Sprinting | 18 | 30 | 68 |
Horizontal (To Equal Height)
Das ist die maximale Distanz, die es dem Spieler noch erlaubt von einem Objekt zu einem anderem zu springen, wenn beide Objekte gleich hoch sind.
- 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
Das ist der Schaden, der bei einem Fall einer gewissen Tiefe erlitten wird.
- 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 (~149mph, ~240 kph)
|
|
Unterwasser schwimmen
- Speed: 152 (~6,5 mph, ~10,4 kph)
- Sinking Speed (no keys): 48 (~2,0 mph, ~3,3 mph)
- Max Entfernung (no damage): 2523
- Max Entfernung (still alive): 3848 (~241 ft, ~73 m)
- Max Depth & return to surface (no damage): 1325 (~82,8 ft, ~25 m)
- Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m)
Unterwasser schwimmen mit Taschenlampe
- Max Entfernung (no damage): 2170 (~136 ft, ~41 m)
- Max Entfernung (still alive): 3535 (~221 ft, ~67 m)
- Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m)
- Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m)
Fahrzeuge
Buggy
- Buggy speed normale: 821,3 (~35 mph, ~56 kph)
- Buggy rückwärts: 469,3 (~20 mph, ~32 kph)
- Buggy turbo: 1173,3 (~50 mph, ~80 kph)
- 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, ~55 kph)
- Flugboot rückwärts: 797,9 (~34 mph, ~55 kph)
- Kletter winkel no full throttle momentum: 55
- Sprung entfernung höhe: 856
- Überkopf-Hindernis Höhe: 86
- Minimum Weg breite: 86