From Valve Developer Community

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









Note: Metric conversions are partially done.

To do: Complete for metric as well

Source Engine Scale Calculations

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.

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.

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.

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.

(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" ≈ 2cm 2 = 1.5" ≈ 4cm 4 = 3" ≈ 7.5cm 8 = 6" ≈ 15cm 16 = 1' ≈ 30cm 32 = 2' ≈ 60cm 52.49 = 3.28' = 1m 64 = 4' ≈ 1.25m 128 = 8' ≈ 2.5m 160 = 10' ≈ 3m 256 = 16' ≈ 5m 512 = 32' ≈ 10m Player Collision Hull 32 = 2' 0" ≈ 60cm width & length 36 = 2' 3" ≈ 70cm height crouching 72 = 4' 6" ≈ 135cm height standing Player Eyelevel 28 = 1' 9" ≈ 50cm height crouching 64 = 4' 0" ≈ 125cm height standing Architecture 128 = 8' 0" ≈ 2.5m normal corridor height 64 = 4' 0" ≈ 1.25m normal corridor width 108 = 6' 9" ≈ 2m normal door height 48 = 3' 6" ≈ 1m normal door width

Skyboxes

Unit Imperial Metric 1 skybox grid unit = 1' ≈ 0.3m 1 mile = 5,280' ≈ 1500m (1/4 mile = 1,320') 1 acre = 66' x 660' ≈ 20m x 200m (209' x 208') 100 yards = 300' ≈ 90m 100 meters = 328' = 100m 1 hectare = 328' x 328' = 100m x 100m 2 hectares = 656' x 328' = 200m x 100m (=464 x 464 ft). 3 hectares = 984' x 328' = 300m x 100m (=568 x 568 ft) 4 hectares = 656' x 656' = 200m x 200m

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

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

Left 4 Dead Crouched: 56

Counter-Strike Source Crouched: 48

Counter-Strike Source Standing: 63

CS:GO Crouched: 55

CS:GO 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 (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.

CSGO Crouch: 46 units (+ Jump = 103 units)

CSGO Stand/Walk/Run/Sprint: 64 (+ Jump = 119 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

Muscle Car

To do: Muscle Car