This is the damage taken when falling straight down. Jumping, pulling, then firing, then pulling, and firing again = 400+ units This is the distance while falling to a lower point.įiring a single shot straight down at a prop_physics model (props_debris/metal_panel01a.mdl) = 350 units Walking: N/A will not jump while walking.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. This is the maximum height, in units, an object can be while still allowing the player to jump on top of it. Max Duration with flashlight: 6 seconds.Surface Swim Fast Speed: 256 (11.3 mph).These are the numerical values for the various settings related to movement in Half-Life 2. CSGO Stand/Walk/Run/Sprint: 64 (+ Jump = 119 units).When you jump and hold W (forward), the engine adds a few additional ups (units per second) to your current speed. Airstrafing doesnt give you speed anymore, so the only way to gain speed is by continuously jumping. CSGO Crouch: 46 units (+ Jump = 103 units) Source Engine 2004 (Half-Life 2) In Half-Life 2, the Bunnyhopping is a whole lot different from the GoldSrc style.Stand/Walk/Run/Sprint: 64 units (+ Jump = 85 units).This is the Height above the floor on which the player is standing. Note: Change the default Horizontal FOV in CSGO by typing fov_cs_debug xx in the console, where xx is the number in degrees. They include the minimum space required for player passage. It took 15 years before Black Mesa reached its 1.0 release, but it finally happened in 2020, and it. These are the numerical values related to dimensions while mapping. Black Mesa is a remake of Half Life 1, created entirely by fans using the latest Source engine. Map Grid Units: quick reference Architectural Scale (maps, architecture and certain models)Įntity Scale (Human characters, certain other characters, certain models and displayed distance in-game)ġ28 = 8' 0" ≈ 2.5m normal corridor heightġ mile = 5,280' ≈ 1500m (1/4 mile = 1,320')ġ acre = 66' x 660' ≈ 20m x 200m (209' x 208')Ģ hectares = 656' x 328' = 200m x 100m (=464 x 464 ft).ģ hectares = 984' x 328' = 300m x 100m (=568 x 568 ft) To convert this to Miles per Hour, multiply by (15/352). Speed is usually given in map-units per second.
At the default Lightmap scale (16) 1 lightmap pixel = 16 x 16 units.Eg: an (undistorted) 512 x 512 texture covers 128 x 128 game units. At the default Texturemap scale (0.25) 1 texture pixel = 0.25 x 0.25 units (or 4x4 texels = 1 grid unit).Texturemaps are applied to Models and Brushwork in the Source Engine and are therefore scaled relative to game units. Human Character models and certain other models for Source Engine currently use 1 foot = 12 units.Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit.Maps, architecture and some prop models use a scale of 1 foot = 16 units.Same rule applies for Blender (both pre 2.79 and 2.8+) Note: Hammer units are equal to 3DSMax's generic units.