Dimensions (Half-Life 2 and Counter-Strike: Source)

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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.

Note.pngNote:Some handy online measurement conversion calculators include distance and speed.
  1. Maps, architecture and prop models use a scale of 1 foot = 16 units.
  2. Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit.
  3. 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.

Player Physbox

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

Units01.jpg

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

Units02.jpg

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

Units03.jpg

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.

Domain
Minimum
Domain
Maximum
Health
Left
000 240 100
241 249 98
250 257 96
258 265 94
266 274 91
275 282 89
283 292 87
293 301 85
302 309 82
310 318 80
319 327 78
328 337 76
338 347 73
348 357 71
358 366 69
367 376 66
377 387 64
388 396 62
397 408 60
409 417 57
418 428 55
429 439 53
440 450 51
Domain
Minimum
Domain
Maximum
Health
Left
451 461 48
462 472 46
473 483 44
484 495 41
496 507 39
519 529 35
530 542 32
543 554 30
555 567 28
568 579 25
580 592 23
593 604 21
605 617 19
618 630 16
631 643 14
644 656 12
657 670 10
671 683 7
684 697 5
698 711 3
712 725 1
726 <32768 0
Note.pngNote:Falling into water >=2 units negates all fall damage.

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)

Player Reach

  • Automatic pick up item (ammo/weapon): 25 from center. ie 9 units beyond player physbox.
  • Max Distance to use switch/door-handle/etc: 82 units.

Movement Data

These are the numerical values for the various settings related to movement in Half-Life 2. Speed is given in map-units per second. To convert this to Miles per Hour, multiply by (15/352).

Player

  • Terminal velocity: 3500 (150mph)
  • Crouching: 63.33 (2.7 mph)
  • Walking: 150 (6.4 mph)
  • Running: 190 (8.1 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

Swimming Underwater

  • Speed: 152 (6.5 mph)
  • Sinking Speed (no keys): 48 (? 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

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