• Question About Source Engine Units
    8 replies, posted
Hello, I am new here, and I have question about Source Engine unit's. Is 1 map unit equal to 1 inch or 0.75 inch, as it was stated on Valve developer page along with the other measurements? [URL="https://developer.valvesoftware.com/wiki/Dimensions"]Valve Developer Page link[/URL] 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
it's 0.75 inch, yeah
Is it true that 72 * 19.05 mm = 1371.6 mm height for the player in map? and was there someshort of purpose to scale down players and NPC's in the game in the first place? or what is this Valve's way of doing this?
It's 1:1. It's even documented in the sdk code. You can also see by the player height that it's 1:1. The player is 72 units tall which is 6' tall, if it was 0.75" then the player would be 4.5' tall, quite the difference wouldn't you say?
That page is wrong, I don't know why it hasn't been corrected yet. 1 unit is 1 inch.
[QUOTE=vexx21322;46366541]That page is wrong, I don't know why it wasn't been corrected yet. 1 unit is 1 inch.[/QUOTE] Source?
[QUOTE=Robotboy655;46366645]Source?[/QUOTE] Various sources I've heard around from developers and others, including from sdk documentation. Also that Source is built on the quake engine, which uses that. If 1:0.75, then the player is about 4', which wouldn't make sense, but at 1:1, the player is 6', which is more accurate. Architecture, however, does sorta use a 1:0.75 scale, this might be where that comes from. Building levels where 1 unit = 1 inch usually results in cramped areas and a smaller feeling of space. However, the real world scale of a unit isn't a constant, it's only how it is because of how the assets have been made.
[QUOTE=vexx21322;46366737]However, the real world scale of a unit isn't a constant, it's only how it is because of how the assets have been made.[/QUOTE] Even between the Source Engine Games from Valve, the height is inconstant: [url]https://developer.valvesoftware.com/wiki/Dimensions#Overhead_Obstacle_Height[/url]
So, the idea is to make the world feel bigger to travel that way, by scaling it?
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