Dimensions (Half-Life 2 and Counter-Strike: Source)

The numbers below used default configurations.
== Source Engine Scale Calculations ==
The 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.
# Maps, architecture, and some prop models use a scale of 1 foot = 16 units.
# Skyboxes use 1 foot = 1 unit if has a scale of 16 units.
# 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). For kilometers per hour, multiply initial value by (12069/176000), or multiply mph value by 1.6092.
=== Map Grid Units: Quick Reference ===
 Architectural Scale (maps, architecture, certain models)
Grid 	Imperial	Metric 	Notes
1 	¾″ 	1.905 cm	
2 	1½″ 	~4 cm 	
4 	3″ 	~7.5 cm 	
8 	6″ 	~15 cm 	
16 	1′ 	~30 cm 	
28 	1′ 9″ 	~55 cm 	Player view height (crouched)
32 	2′ 	~60 cm 	Player collision width & length
36 	2′ 4″ 	~70 cm 	Player collision height (crouched)
48 	3′ 	~90 cm 	"Normal" door width
~52.49344	~3′ 3¼″ 	1 m 	
64 	4′ 	~1.2 m 	Player view height (standing), "normal" corridor width
72 	4′ 6″ 	~1.4 m 	Player collision height (standing)
108 	6′ 9″ 	~2 m 	"Normal" door height
128 	8′ 	~2.5 m 	"Normal" corridor height
160 	10′ 	~3 m 	
256 	16′ 	~5 m 	
512 	32′ 	~9.75 m 	
Entity Scale (most characters, certain models, in-game)
Grid 	Imperial	Metric
1 	1″ 	2.54 cm
2 	2″ 	~5 cm
4 	4″ 	~10 cm
8 	8″ 	~20 cm
12 	1′ 	~30 cm
16 	1′ 4″ 	~40 cm
32 	2′ 8″ 	~80 cm
~39.37	~3′ 3¼″ 	1 m
64 	5′ 4″ 	~1.6 m
128 	10′ 8″ 	~3.25 m
256 	21′ 4″ 	~6.5 m
512 	42′ 8″ 	~13 m
=== Skyboxes ===
Unit 	Hammer 	Imperial 	Metric 	Other/Notes
1 skybox grid unit	1 	1 ft 	~0.35 m 	16 units within the main map
100 yards 	300 	300 ft 	~92 m 	
100 meters 	~328.1 	~328 1⁄12 ft 	1 hm 	
1 mile 	5,280 	5,280 ft 	~1.6 km 	1,670 yd
1 acre 	208 × 209 	43,560 ft² (66 ft × 660 ft)	~4,047 m² 	1⁄640 mi², ~0.405 ha, 4840 yd²
1 hectare 	~328 × ~328	~2.471 acres 	10,000 m² (100 m × 100 m)	~11,960 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 ===
* Crouched: 18
* Standing: 18	
=== Overhead Obstacle Height ===
* Crouched: 37 ( 48)
* Standing: 73 ( 63)	
=== Minimum Path Size ===
* 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 switch/door-handle/etc.: 82 units.
== Player Viewpoint ==
=== Field of View ===
* 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 .
=== Speed ===
* Crouching: 63.3 (~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.
 
 	Step	+Jump	+Jump-Crouch
Crouching	18 	21 	21
Standing 	18 	20 	56
Walking 	18 	20 	56
Running 	18 	20 	56
Sprinting	18 	20 	56
 
 	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
 
 	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
* 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 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)
{| class="standard-table"	DomainMinimum	DomainMaximum	HealthLost
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 	
=== 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 ===
== See also ==
* Coordinates
* AI Metrics
* NPC Hull
* Exploits