Dimensions

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The numbers below used default configurations and were only tested in Half-Life 2 Single Player.

Note:For <Team Fortress 2> Team Fortress 2's dimensions see Team Fortress 2 Mapper's Reference
Note:For <Alien Swarm> Alien Swarm's dimensions see Alien Swarm Mapper's Reference

Contents

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:Hammer units are equal to 3DSMax's generic units.
  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.

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

Map Grid    Imperial    Metric

     1  =   0.75"   =   19.05mm
     2  =   1.5"    =   38.10mm
     4  =   3"      =   76.20mm
     8  =   6"      =  152.40mm
    16  =   1'      =  304.80mm
    32  =   2'      =  609.60mm
    64  =   4'      =    1.22m
   128  =   8'      =    2.44m
  (160  =  10'      =    3.05m
   256  =  16'      =    4.88m
   512  =  32'      =    9.75m

Player Collision Hull
    32  =  2' 0"    width & length
    36  =  2' 3"    height crouching
    72  =  4' 6"    height standing

Player Eyelevel
    28  =  1' 9"    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 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
  • Standing: 73
  • Left 4 Dead Crouched: 56
  • Counter-Strike Source Crouched: 50
  • Counter-Strike Source Standing: 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°

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

Change the default Horizontal FOV in HL2 by typing fov 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.

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

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)
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: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
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