Dimensions (Half-Life 2 and Counter-Strike: Source)
The numbers below used default configurations and were only tested in Half-Life 2 Single Player.
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. (Some handy online measurement conversion calculators include distance and speed.)
- 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.
Map Grid Units: quick reference
Map Grid Imperial Meters 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 (192 = 10' = 3.0) 256 = 16' = 4.9 512 = 32' = 9.8 Player Physbox 32 = 2' 0" width & length 36 = 2' 3" height crouching 72 = 4' 6" height standing Player Eyelevel 30 = 2'10.5" height crouching 64 = 4' 0" height standing Architecture 128 = 8' 0" normal corridor height 64 = 4' 0" normal corridor width 108 = 6' 9" normal door height 48 = 3' 6" normal door width
Skyboxes
- 1 skybox grid unit = 1 ft
- 1 mile = 5,280 ft (1/4 mile = 1,320 ft).
- 1 acre = 66 x 660 ft (209 x 208 ft).
- 100 yards = 300 ft.
- 100 meters = 328 ft.
- 1 hectare = 328 x 328 ft.
- 2 hectares = 656 x 328 ft (=464 x 464 ft).
- 3 hectares = 984 x 328 ft (=568 x 568 ft).
- 4 hectares = 656 x 656 ft.
Mapping Dimensions
These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage.
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
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
- Height: 37
Grade
This is the maximum slope angle, in degrees, that the player can scale. Anything steeper than this is un-climbable.
- Grade: 45°
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.
- Crouched: -jump: 21
- Standing: -jump-crouch: 56
- Walking: -jump-crouch: 56
- Running: -jump-crouch: 56
- Sprinting: -jump-crouch: 56
Counter-Strike: Source
- Jump: 52
- Crouched: 56
- Jump+Crouch: 61
- Crouch+Jump: 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.
185 Drop with 415 gap no damage high point to low point. 540 gap/distance drop 692 health remaining 2
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.
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Field of View
Change the default FOV in HL2 by typing fov xx
in the console, where xx is a number.
- Player default = 75°
- Suit Zoom = 25°
- Crossbow = 20°
- HL2 Jeep = 90° (
r_jeepFOV
)
Movement Data
These are the numerical values for the various settings related to movement in Half-Life 2.
Player Speed
- Terminal velocity: 3500
- Walking slow: 150
- Running: 190
- Sprinting: 320
- Crouched: 63.33
- Swimming surface: 152
- Swimming sprinting: 256
- Swimming below surface: 152
- Water descent no keys: 48
- Water descent swim key: 152
- Water descent slow key: 120
Distance Traveled
- Below water no damage: 2523
- Below water still alive: 3848
- Swim depth no damage surface to max depth to surface: 1325
- Swim depth back to surface 10 hp remaining: 2000
Buggy
- Buggy speed normal: 35 mph
- Buggy reverse: 20 mph
- Buggy speed turbo: 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: 34 mph
- Airboat reverse: 34 mph
- Climb angle no full throttle momentum: 55
- Jump distance same height: 856
- Overhead obstacle height: 86
- Minimum path width: 86
Player Data
- Radius to pick stuff up ammo/weapons: 25 from center
- Sprint distance: 2620
- Aux distance sprint and flashlight: 2245
- Aux time sprint and flashlight: 6 seconds
- Aux power sprint time approximately: 8 seconds
- Aux power recharge time: 8 seconds
- Aux power flashlight: 43 seconds
Underwater with Flashlight
- Distance: 2170
- Distance still alive: 3535
- Depth no damage: 1190
- Depth still alive: 1850
Distance to usable button
- Distance: 82 units (83 units is out of reach.)