Talk:Dimensions
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)
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)
- 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)
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)