Ru/Dimensions
Template:Otherlang2 Template:MachineTranslation:ru Template:Finishtranslation:ru Данные по умолчанию был протестирован только в Half-Life 2 Single Player.

Source Engine Шкала расчетеов
The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily.


- Maps, architecture and prop models use a scale of 1 foot = 16 units.
- Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit.
- Human Character models for Source Engine currently use 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).
Юниты сетки карты: краткий справочник
Решетка карты Империческая Метрическая 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 Корпус столкновения игрока 32 = 2 '0" ширина и длина 36 = 2 '3" высота в присядь 72 = 4 '6" высоты стоя Уровень глаз игрока 28 = 1' 9" высота в присядь 64 = 4' 0" высота стоя Архитектура 128 = 8 '0" нормальная высота коридора 64 = 4 '0" нормальная ширина коридора 108 = 6 '9" нормальная высота двери 48 = 3 '6" нормальная ширина двери
Skyboxes
- 1 skybox grid unit = 1 ft
- 1 миля = 5,280 футов (1/4 мили = 1,320 футов).
- 1 акр = 66 x 660 футов (209 x 208 футов).
- 100 ярдов = 300 футов .
- 100 метров = 328 футов.
- 1 гектар = 328 x 328 футов.
- 2 гектаров = 656 x 328 футов(=464 x 464 футов).
- 3 гектаров = 984 x 328 футов(=568 x 568 футов).
- 4 гектаров = 656 x 656 футов.
Корпус столкновения игрока
Эти числовые значения, связанные с размерами и должны сопоставлятся. Они включают в себя минимальное пространство, необходимое для прохождения игрока. См. также Player Hull.
Высота наземных препятствий
Это максимальная высота в юнитах на которую можно зайти не прыгая.
- В присядь: 18
- Стоя: 18
Высота препятствия над головой
Это минимальная высота, которая нужна что-бы вы не задевали её головой и могли пройти.
- В присядь: 37
- Стоя: 73
- Left 4 Dead в присядь: 56
- Counter-Strike Source в присядь: 50
- Counter-Strike Source стоя: 63
Минимальный размер пути
Минимальное расстояние между объектами позволяющее пройти игроку.
- Ширина: 33 (Между поверхностями ориентированными по x или y осям.)
- Ширина: 46 (Стена повернула на 45 градусов к сетке.)
- Ширина: 65 (На оси ширина между стенками искажены до 45 градусов по отношению к сетке.)
- Высота: 37
Градиент
Максимальный горизонтальный угол, по которому может зайти игрок.
- Градиент: 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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Swimming Underwater
- Speed: 152 (6.5 mph)
- Sinking Speed (no keys): 48 (2.0 mph)
- Max Distance (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
Swimming Underwater with Flashlight
- 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
Vehicles
Buggy
- Buggy speed normal: 821.3 (35 mph)
- Buggy reverse: 469.3 (20 mph)
- Buggy speed turbo: 1173.3 (50 mph)
- Climb angles: ramp = 3900 l x 1670 h 564 l x 504 h
- Climb angle from stopped: 63 deg
- Climb angle no turbo: 66 deg
- Climb angle turbo: 50 deg long 42 deg short
- Jump distance normal: 216
- Jump distance turbo: 860
- Overhead obstacle height: 90
- Minimum path width: 118
- Stall depth: 40 sputters at 37
Airboat
- Airboat forward: 797.9 (34 mph)
- Airboat reverse: 797.9 (34 mph)
- Climb angle no full throttle momentum: 55
- Jump distance same height: 856
- Overhead obstacle height: 86
- Minimum path width: 86