Talk:Dimensions: Difference between revisions
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::::::Actually, the difference is that you drew a select-box around the graphical representation of the info_player_counterterrorist, while I merely selected mine, which uses it's own bounding box. --[[User:Bwmathis|Bwmathis]] 16:13, 23 Apr 2006 (PDT) | ::::::Actually, the difference is that you drew a select-box around the graphical representation of the info_player_counterterrorist, while I merely selected mine, which uses it's own bounding box. --[[User:Bwmathis|Bwmathis]] 16:13, 23 Apr 2006 (PDT) | ||
:::::::Ok, I agree with you ^^ I selected my model, and indeed it was 72 units... :-) But nevertheless, the maximum standing-walk-through height is 73 units. (Let's move on to the next comments, down here, because those are from a much greater value :P ) --[[User:CrabbyData|CrabbyData]] 00:32, 24 Apr 2006 (PDT) | :::::::Ok, I agree with you ^^ I selected my model, and indeed it was 72 units... :-) But nevertheless, the maximum standing-walk-through height is 73 units. (Let's move on to the next comments, down here, because those are from a much greater value :P ) --[[User:CrabbyData|CrabbyData]] 00:32, 24 Apr 2006 (PDT) | ||
:HL2 player's ''Horizontal Eye-Level'' is '''64 units''' above floor-level when standing/walking (or 30 units when crouching). So a standing player cannot see a horizontal surface if it is 64 units above his floor-level. [[User:Beeswax|Beeswax]] 15:20, 1 Oct 2007 (PDT) | |||
==About the akilling.org links== | ==About the akilling.org links== |
Revision as of 15:20, 1 October 2007
Speed of Sound
Does the game seriously follow the laws of the speed of sound? --AndrewNeo 16:00, 10 Nov 2005 (PST)
Yeah, the Speed of sound travels 13,044 units/second or 741mph (there is not a definite speed of sound, but it is commonly measured to be 760mph above sea level) Here are some more interesting dimensions of HL2 Half-life 2 Dimensions --Mykeh 21:43, 1 Dec 2005 (PST)
- Actually, that's the page that AndrewNeo was asking about. He wanted to know whether it was correct. I'm curious too. —Maven (talk) 12:30, 2 Dec 2005 (PST)
It sounds totally wrong...nowhere in the SDK have I seen any implementation of a sound travel system...It'd be safe to assume that this isn't in it.—ts2do (Talk | @) 18:14, 2 Dec 2005 (PST)
- It's in, in DOD Source at least. It was removed at one point during the CSS beta though, because people thought it was a bug! --TomEdwards 04:17, 27 Jul 2006 (PDT)
Model Height
Or I'm looking over it, or I'm just mistaking, but I read somewhere that a player model in Valve Hammer Editor was 64 units tall... But if you're going to measure it, it's 78 units, which is far more believable, since:
64 units = 64 inches = (2,54 x 64 =) 162,56 centimeters... Which is very small for a person.
But:
78 units = 78 inches = (2,54 x 78 =) 198,12 centimeters, which is far more believable for a CT or T model...
--CrabbyData 08:18, 23 Apr 2006 (PDT)
- Well it says here 73 units—ts2do 10:07, 23 Apr 2006 (PDT)
- The models themselves are 72 units high (which translates to 72 inches, or 6 feet), and require 1 unit of clearance to be able to move under something. If I remember correctly, the models from Half-Life 1 are 64 units tall, thus giving them the squashed midget look we find so familiar. --Bwmathis 12:45, 23 Apr 2006 (PDT)
- I just made a screenie of it... Look on the right side >>> (Click to enlarge!) --CrabbyData 13:01, 23 Apr 2006 (PDT)
- That's incredibly strange. When I create a new map and drop in an info_player_start (or info_player_terrorist, etc), it shows them as 72 units tall. I'll see about uploading some images. I think I know what the issue is. The model itself is made to be 78 units tall, but because of it's animations it never exceeds a physical dimension of 72 units tall. I've tested this in Hammer, and all human models can move beneath anything that is has 73 units of clearance. --Bwmathis 13:08, 23 Apr 2006 (PDT)
- I just made a screenie of it... Look on the right side >>> (Click to enlarge!) --CrabbyData 13:01, 23 Apr 2006 (PDT)
- Maybe this sounds odd... But you've cutted his head in half :P You're missing the top of his head... But, yes, indeed, I've also tested for the max. height, and I also came to the conclusion of a maximum-passable-standing-space of 73 units :-) --CrabbyData 14:05, 23 Apr 2006 (PDT)
- Actually, the difference is that you drew a select-box around the graphical representation of the info_player_counterterrorist, while I merely selected mine, which uses it's own bounding box. --Bwmathis 16:13, 23 Apr 2006 (PDT)
- Ok, I agree with you ^^ I selected my model, and indeed it was 72 units... :-) But nevertheless, the maximum standing-walk-through height is 73 units. (Let's move on to the next comments, down here, because those are from a much greater value :P ) --CrabbyData 00:32, 24 Apr 2006 (PDT)
- Actually, the difference is that you drew a select-box around the graphical representation of the info_player_counterterrorist, while I merely selected mine, which uses it's own bounding box. --Bwmathis 16:13, 23 Apr 2006 (PDT)
- Maybe this sounds odd... But you've cutted his head in half :P You're missing the top of his head... But, yes, indeed, I've also tested for the max. height, and I also came to the conclusion of a maximum-passable-standing-space of 73 units :-) --CrabbyData 14:05, 23 Apr 2006 (PDT)
- HL2 player's Horizontal Eye-Level is 64 units above floor-level when standing/walking (or 30 units when crouching). So a standing player cannot see a horizontal surface if it is 64 units above his floor-level. Beeswax 15:20, 1 Oct 2007 (PDT)
About the akilling.org links
Should we remove the broken link to akilling.org, since he took it all down? --Bwmathis 13:20, 23 Apr 2006 (PDT)
- Than you've got a really, really big job, since many articals still contain links to akilling.org... I would suggest to change the link to a page at HL2World, since that is also a huge website with tuts and other useful stuff :-) The link at HL2World for HL2 Dimensions is here --CrabbyData 13:38, 23 Apr 2006 (PDT)
- I initiated a discussion about akilling links here: Category talk:Level Design with no result, because no one seemed to care... and I think that together we can change (or remove) these links without too much trouble. I'm in, as long as it's a solution that's not going to be changed in a month or so. --Vaarscha 14:37, 23 Apr 2006 (PDT)
- Ok, everyone who agrees with us on this will do the following: You'll edit the page where you've found a (dead) akilling.org-link. You'll replace the link to another website, like HL2World or others... Please help this wiki-community by doing a little favor ^_^ I'll start with the link on this page (Dimensions) -> I've edited the bottom line: Changed the link and the name of the headline above it... (I btw also added titels to this page... just to make it a little easier to navigate ^^ --CrabbyData 00:32, 24 Apr 2006 (PDT)
I think this link should be removed because it's useless!—ts2do 07:00, 24 Apr 2006 (PDT)
- Which link? You mean the one to HL2 World, which I came up with... Ok, it isn't much extra information, but it's small and handy... So usefull to anyone who wants to see it. The more, the better :P --CrabbyData 07:36, 24 Apr 2006 (PDT)
- The HL2 World one just takes the information from akilling.org, so there honestly is no reason to keep it. It wasn't the original reference for the information on this page, so linking to it just grants them undue credit. --Bwmathis 22:46, 29 Apr 2006 (PDT)
- Whatever... --CrabbyData 11:24, 30 Apr 2006 (PDT)
- The HL2 World one just takes the information from akilling.org, so there honestly is no reason to keep it. It wasn't the original reference for the information on this page, so linking to it just grants them undue credit. --Bwmathis 22:46, 29 Apr 2006 (PDT)
Update AKG was sourcemapping temporarily, now permanently sdknuts.com
- Sorry for any trouble. --wisemx 04:08, 27 Jul 2006 (PDT)
Scaling the game down
Can these variables be changed, in any way? I'm in the planning phase of making a mod which will involve characters who are smaller than normal human-size (including the player characters), and I don't want to just scale the maps up because then the physics would, well, behave like the characters are human-sized but in scaled-up maps. (Example: in a normal-sized world, objects fall at a rate of 32.15 ft/s²; if I simply scaled a map up let's say 5 times, they would appear to fall at a rate of 6.43 ft/s² by the new scale.) —Yar Kramer 19:42, 7 Jan 2007 (PST)
- You can modify the gravity. Of course you'll need to scale down the HL2 universe to be able to make maps that don't fit in the Hammer grid at normal scale—ts2do 04:01, 8 Jan 2007 (PST)
- Actually, it's going to be a total conversion that doesn't even take place in the HL2 universe. Anyway, that was just an example, and gravity would only affect falling. Apart from anything else, you'd only be able to jump 1/5 as high, not to mention throwing stuff wouldn't behave right either. In short, it would be a map scaled up 5 times where you weigh five times as much. I suppose I should outright say, can one simply scale the player-character's size down? —Yar Kramer 10:04, 8 Jan 2007 (PST)
- I think you just have to scale up the map, like Rat-style maps for CSS. Pretty easy to do, although finding textures that don't get distorted when stretched or don't tile a lot is difficult. --Kurokun 23:44, 30 Jun 2007 (PDT)
Jumping with Gravity Gun + Physprop: Obsolete?
I'm of course referring to the trick that's used in most of the HL2 speedruns where you find a physprop, jump over it, then fire the Grav gun down at it while you're over it to get massive air.
'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'
Wasn't this patched a while ago through a Steam update? --Kurokun 23:42, 30 Jun 2007 (PDT)