This article relates to the game "Counter-Strike: Source." Click here for more information.
This article relates to the game "Half-Life 2." Click here for more information.
This article's documentation is for Source. Click here for more information.

Dimensions

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The numbers below used default configurations.

Note.png Note: These were only tested in Half-Life 2 Half-Life 2 single player and Counter-Strike: Source Counter-Strike: Source. While other games will use this as a base, they are not guaranteed to match the values given here.


Tip.png Tip: For Team Fortress 2 Team Fortress 2 dimensions, see Team Fortress 2 Mapper's Reference.
Tip.png Tip: For Day of Defeat: Source Day of Defeat: Source dimensions, see Day of Defeat: Source Mapper's Reference.
Tip.png Tip: For Alien Swarm Alien Swarm dimensions, see Alien Swarm Mapper's Reference.
Tip.png Tip: For Counter-Strike: Global Offensive Counter-Strike: Global Offensive dimensions, see CS:GO Mapper's Reference.
Tip.png Tip: For SteamVR Home SteamVR Home dimensions, see Environment Tutorial: Hammer and Basic Lighting.
Tip.png Tip: For Left 4 Dead series Left 4 Dead series dimensions, see Dimensions in L4D2.

Source Engine Scale Calculations

The Source 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.

Tip.png Tip: Some handy online measurement conversion calculators include distance and speed. 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 while working on objects.
Note.png Note: Hammer units are equal to 3DSMax's generic units. The same rule applies for Blender (in all versions).
  1. Maps, architecture, and some prop models use a scale of 1 foot = 16 units. This means that 1 unit = 0.01905 meters.
  2. Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit. This means that 1 unit = 0.3048 meters.
  3. Human character models and certain other models for Source 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). E.g., 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). To convert it to kilometers per hour, multiply by (12069/176000)—which is just 15⁄352 multiplied by 1.6092, the conversion factor from miles to kilometers.

Map Grid Units: Quick Reference

Measurements not marked with a ~ are exact.

Architectural Scale (maps, architecture, certain models)
Grid Imperial Metric Notes
1 u ¾ in 1.905 cm
2 u 1½ in 3.81 cm
4 u 3 in 7.62 cm
8 u 6 in 15.24 cm
16 u 1 ft 30.48 cm
28 u 1 ft 9 in 53.34 cm Player view height (crouched)
32 u 2 ft 60.96 cm Player collision width & length
36 u 2 ft 4 in 68.58 cm Player collision height (crouched)
48 u 3 ft 91.44 cm "Normal" door width
~52.49 u ~3 ft 3¼ in 1 m
64 u 4 ft ~1.219 m Player view height (standing), "normal" corridor width
72 u 4 ft 6 in ~1.372 m Player collision height (standing)
108 u 6 ft 9 in 2.057 m "Normal" door height
128 u 8 ft ~2.438 m "Normal" corridor height
~157.5 u ~9 ft 10 in 3 m
160 u 10 ft 3.048 m
256 u 16 ft ~4.877 m
~262.5 u ~16 ft 5 in 5 m
512 u 32 ft ~9.754 m
~524.9 u ~32 ft 10 in 10 m
Entity Scale (most characters, certain models, in-game)
Grid Imperial Metric
1 u 1 in 2.54 cm
2 u 2 in 5.08 cm
4 u 4 in 10.16 cm
8 u 8 in 20.32 cm
12 u 1 ft 30.48 cm
16 u 1 ft 4 in 40.64 cm
32 u 2 ft 8 in 81.28 cm
~39.37 u ~3 ft 3¼ 1 m
64 u 5 ft 4 in 1.6256 m
~118.1 u ~9 ft 10 in 3 m
128 u 10 ft 8 in 3.2512 m
~196.9 u ~16 ft 5 in 5 m
256 u 21 ft 4 in 6.5024 m
~393.7 u ~32 ft 9 in 10 m
512 u 42 ft 8 in 13.0048 m

Skyboxes

Unit Hammer Imperial Metric Other/Notes
1 skybox grid unit 1 u 1 ft 0.341 m Or 16 u within the main map
100 yards 300 u 300 ft 91.44 m
100 meters ~328.1 u ~328 1⁄12 ft 1 hm
¼ mile 1,320 u 1,320 ft 0.402 km 417½ yd, 402.3 m
1 mile 5,280 u 5,280 ft 1.609 km 1,670 yd; please don't make a skybox this big
1 acre 43,560 u² (208 u × 209 u) 43,560 ft² (66 ft × 660 ft) ~4,047 m² 1⁄640 mi², ~0.405 ha, 4840 yd²
1 hectare ~107,640 u² (~328 u × ~328 u) ~2.471 acres 10,000 m² (100 m × 100 m) ~11,960 yd²
2 acres 87,120 u² 87,120 ft² ~8,094 m² 1⁄320 mi², ~0.809 ha, 9,680 yd²
2 hectares ~215,280 u² (~464 u × ~464 u) ~4.942 acres (~464 ft × ~464 ft) 20,000 m² ~23,920 yd²

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

Units01.jpg

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

Units02.jpg

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 (Counter-Strike: Source 48)
  • Standing: 73 (Counter-Strike: Source 63)

Minimum Path Size

Units03.jpg

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 surfaces 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: 45.573°

Reach

  • Automatic pick up item (ammo/weapon): 25 from center, i.e., 9 units beyond the Player Collision Hull.
  • Max Distance to +use switch/door-handle/etc.: 82 units.

Player Viewpoint

Field of View

Note.png Note: Change the default Horizontal FOV in Half-Life 2 by typing fov_desired xx in versions running on the Source 2007 engine or later, and fov xx in versions pre-Orange Box, 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)

Eye Level

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 Half-Life 2.

Speed

  • Crouching: 63.3̅ (~2.7 mph, ~4.3 kph)
  • Walking: 150 (~6.4 mph, ~10.3 kph)
  • Running: 190 (~8.1 mph, ~13 kph)
  • Sprinting : 320 (~13.6 mph, ~21.9 kph)
  • Surface Swim Speed: 152 (~6.5 mph, ~10.4 kph)
  • Surface Swim Fast Speed: 256 (~11.3 mph, ~17.6 kph)
  • Surface Swim Slow Speed: 120 (~5.1 mph, ~8.2 kph)
  • Aux power flashlight: 43 seconds

Sprinting

  • Speed: 320 units per second (~13.6 mph, ~21.9 kph)
  • Max Distance: 2560 (160 ft, ~48.8 m)
  • Max Duration: 8 seconds
  • Recovery time: 8 seconds

Sprinting With Flashlight

  • Max Distance: 1920 (120 ft, ~36.6 m)
  • 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.

Half-Life 2 Half-Life 2
Step +Jump +Jump-Crouch
Crouching 18 21 21
Standing 18 20 56
Walking 18 20 56
Running 18 20 56
Sprinting 18 20 56
Counter-Strike: Source Counter-Strike: Source
Step +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
Garry's Mod Garry's Mod
Step +Jump +Jump-Crouch
Crouching 18 21 21
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

To do: what?

  • 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 (~149mph, ~240 kph)
Domain
Minimum
Domain
Maximum
Health
Lost
000 240 0
241 249 2
250 257 4
258 265 6
266 274 9
275 282 11
283 292 13
293 301 15
302 309 18
310 318 20
319 327 22
328 337 24
338 347 27
348 357 29
358 366 31
367 376 34
377 387 36
388 396 38
397 408 40
409 417 43
418 428 45
429 439 47
440 450 49
Domain
Minimum
Domain
Maximum
Health
Lost
451 461 52
462 472 54
473 483 56
484 495 59
496 507 61
519 529 65
530 542 68
543 554 70
555 567 72
568 579 75
580 592 77
593 604 79
605 617 81
618 630 84
631 643 86
644 656 88
657 670 90
671 683 93
684 697 95
698 711 97
712 725 99
726 <32768 100
Note.png Note: Falling into water ≥2 units deep negates all fall damage.

Swimming Underwater

  • Speed: 152 (~6.5 mph, ~10.4 kph)
  • Sinking Speed (no keys): 48 (~2.0 mph, ~3.3 mph)
  • Max Distance (no damage): 2523 (~158 ft, ~48 m)
  • Max Distance (still alive): 3848 (~241 ft, ~73 m)
  • Max Depth & return to surface (no damage): 1325 (~82.8 ft, ~25 m)
  • Max Depth & return to surface (10 hp remaining): 2000 (125 ft, ~38 m)

Swimming Underwater With Flashlight

  • Max Distance (no damage): 2170 (~136 ft, ~41 m)
  • Max Distance (still alive): 3535 (~221 ft, ~67 m)
  • Max Depth & return to surface (no damage): 1190 (~74 ft, ~23 m)
  • Max Depth & return to surface (still alive): 1850 (~116 ft, ~35 m)

Vehicles

Buggy

  • Buggy speed normal: 821.3 (~35 mph, ~56 kph)
  • Buggy reverse: 469.3 (~20 mph, ~32 kph)
  • Buggy speed turbo: 1173.3 (~50 mph, ~80 kph)
  • Climb angles: ramp = 3900 l × 1670 h, 564 l × 504 h
  • Climb angle from stopped: 63 deg
  • Climb angle no turbo: 66 deg
  • Climb angle turbo: 50° long, 42° 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, ~55 kph)
  • Airboat reverse: 797.9 (~34 mph, ~55 kph)
  • Climb angle no full throttle momentum: 55
  • Jump distance same height: 856
  • Overhead obstacle height: 86
  • Minimum path width: 86

Muscle Car

To do:  Muscle Car

See Also