Dimensions (Half-Life 2 and Counter-Strike: Source)
Template:Otherlang2 The numbers below used default configurations and were only tested in Half-Life 2 Single Player.
 Note:For
Note:For  Team Fortress 2's dimensions see Team Fortress 2 Mapper's Reference
 Team Fortress 2's dimensions see Team Fortress 2 Mapper's Reference  Note:For
Note:For  Day of Defeat: Source dimensions see Day of Defeat: Source Mapper's Reference
 Day of Defeat: Source dimensions see Day of Defeat: Source Mapper's Reference  Note:For
Note:For  Alien Swarm's dimensions see Alien Swarm Mapper's Reference
 Alien Swarm's dimensions see Alien Swarm Mapper's Reference  Note:For
Note:For  Counter-Strike: Global Offensive dimensions see Counter-Strike: Global Offensive Mapper's Reference
 Counter-Strike: Global Offensive dimensions see Counter-Strike: Global Offensive Mapper's Reference  Note:For
Note:For  SteamVR Home dimensions see  Environment Tutorial: Hammer and Basic Lighting
 SteamVR Home dimensions see  Environment Tutorial: Hammer and Basic Lighting  Note:For
Note:For  
  Left 4 Dead 1/2's dimensions see Dimensions in L4D2
 Left 4 Dead 1/2's dimensions see Dimensions in L4D2 
 Note:Metric conversions are partially done.
Note:Metric conversions are partially done.Source Engine Scale Calculations
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.
 Note:Some handy online measurement conversion calculators include distance and speed. A very basic Vista Sidebar gadget is available here to calculate map units (no others) from real world units (meter, centimeter, inch and foot). There is also another useful tool, which integrates into Hammer, for converting all three types of game units into metric or imperial units on-the-fly all the while working on objects. And lastly a small standalone application for converting map, character model, prop model, and sky box units to and from metric and imperial units.
Note:Some handy online measurement conversion calculators include distance and speed. A very basic Vista Sidebar gadget is available here to calculate map units (no others) from real world units (meter, centimeter, inch and foot). There is also another useful tool, which integrates into Hammer, for converting all three types of game units into metric or imperial units on-the-fly all the while working on objects. And lastly a small standalone application for converting map, character model, prop model, and sky box units to and from metric and imperial units. Note:Hammer units are equal to 3DSMax's generic units. Same rule applies for Blender (both pre 2.79 and 2.8+)
Note:Hammer units are equal to 3DSMax's generic units. Same rule applies for Blender (both pre 2.79 and 2.8+)- Maps, architecture and some prop models use a scale of 1 foot = 16 units. This means that 1 unit = 0.01905 meters.
- Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit. This means that 1 unit = 0.3048 meters.
- Human Character models and certain other 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).
Map Grid Units: quick reference
Architectural Scale (maps, architecture and certain models)
Map Grid    Imperial    Metric
     1  =   0.75"   ≈      2cm
     2  =   1.5"    ≈      4cm
     4  =   3"      ≈    7.5cm
     8  =   6"      ≈     15cm
    16  =   1'      ≈     30cm
    32  =   2'      ≈     60cm
    52.49 = 3.28'   =       1m
    64  =   4'      ≈    1.25m
   128  =   8'      ≈     2.5m
   160  =  10'      ≈       3m
   256  =  16'      ≈       5m
   512  =  32'      ≈      10m
Entity Scale (Human characters, certain other characters,  certain models and displayed distance in-game)
Map Grid    Imperial    Metric
     1  =   1"      ≈   2.5cm
     2  =   2"      ≈     5cm
     4  =   4"      ≈    10cm
     8  =   8"      ≈    20cm
    16  =   1.33'   ≈    40cm
    32  =   2.66'   ≈    80cm
    39.37 = 3.28'   =      1m
    64  =   5.33'   ≈    1.6m
   100  =    8.33'  ≈    2.5m
   118.11  =  10'   ≈      3m
   196.85  =  16'   ≈      5m
   393.70  =  32'   ≈     10m
Player Collision Hull
    32  =  2' 0"    ≈     60cm     width & length
    36  =  2' 3"    ≈     70cm     height crouching
    72  =  4' 6"    ≈    135cm     height standing
Player Eyelevel
    28  =  1' 9"    ≈     50cm     height crouching
    64  =  4' 0"    ≈    125cm     height standing
Architecture
   128  =  8' 0"    ≈     2.5m     normal corridor height
    64  =  4' 0"    ≈    1.25m     normal corridor width
   108  =  6' 9"    ≈       2m     normal door height
    48  =  3' 6"    ≈       1m     normal door width
Skyboxes
Unit                     Imperial           Metric
     1 skybox grid unit  =      1'          ≈      0.3m
     1 mile              =  5,280'          ≈     1500m              (1/4 mile = 1,320')
     1 acre              =     66' x 660'   ≈       20m  x  200m     (209' x 208')
   100 yards             =    300'          ≈       90m
   100 meters            =    328'          =      100m
     1 hectare           =    328' x 328'   =      100m  x  100m
     2 hectares          =    656' x 328'   =      200m  x  100m     (=464 x 464 ft).
     3 hectares          =    984' x 328'   =      300m  x  100m     (=568 x 568 ft)
     4 hectares          =    656' x 656'   =      200m  x  200m
Player Collision Hull
These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage. See also Player Hull.
Ground Obstacle Height
This is the maximum height, in units, an object can be while still allowing the player to walk over it.
- Crouched: 18
- Standing: 18
Overhead Obstacle Height
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.
- Crouched: 37
- Standing: 73
- Left 4 Dead Crouched: 56
- Counter-Strike Source Crouched: 48
- Counter-Strike Source Standing: 63
- CS:GO Crouched: 55
- CS:GO Standing: 73
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 surfacesf 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
 Note:Change the default Horizontal FOV in
Note:Change the default Horizontal FOV in  HL2 by typing
HL2 by typing fov_desired xx in versions running on the Orange Box engine or later, and fov xx in versions pre-Orange Box, where xx is the number in degrees. Note:Change the default Horizontal FOV in
Note:Change the default Horizontal FOV in  CSGO by typing
CSGO by typing fov_cs_debug 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.
- CSGO Crouch: 46 units (+ Jump = 103 units)
- CSGO Stand/Walk/Run/Sprint: 64 (+ Jump = 119 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 : 320 (13.6 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: 320 units per second (13.6 mph)
- Max Distance: 2560
- Max Duration: 8 seconds
- Recovery time: 8 seconds
Sprinting with Flashlight
- Max Distance: 1920
- 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
GMOD Step Height +Jump +Jump-Crouch Crouching: 18 32 32 Standing: 18 30 68 Walking: 18 30 68 Running: 18 30 68 Sprinting: 18 30 68
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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 Note:Falling into water >=2 units negates all fall damage.
Note:Falling into water >=2 units negates all fall damage.
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


