It is fairly confusing. For player height, I have (since Quake) always use 1 unit = 1 inch, since player height is 72 units and, I always assumed, 6 feet (72 inches). I didn't read this anywhere, I figured out the player height back in the day (in Quake) through trial and error, and it was only later confirmed. :)
However, textures are clearly based on a 128 units (and this is a standard, again, since Quake). Given this, it is only natural to consider this as a 10 foot distance (though maybe it's all that D&D I've played since I was a kid in the 70's/80's... did I just age myself, ha ha ha?). Unfortunately, if you use 128 units as 10 feet, then 128/10 = 12.8 units per foot. :( Thus, there's no really good translation, as far as distances vs textures, and thus calculated distances are only roughly accurate vs the texture/grid, since 12 units * 10' = 120 units, slightly less (of course) than 128 units that drive the textures. It's close enough for government work, though for long distances the difference begins to show... luckily it's all relative in-game and, usually, not an important distinction. That being said and long story short, whenever anyone mentions inches in the game, it should be the same as one unit in Hammer. Bob. David Speyrer wrote: > Unfortunately, this wiki page is incorrect. > > It's correct that 1 unit equals 1 inch. This is true for both world geometry > (brushes and models) and character models. > > It's is not correct that 16 units is 1 foot. In fact, 12 units is 1 foot just > like you'd expect. > > I consulted with our level designers and prop modelers and they said that > they build everything as 1 unit = 1 inch (12 units = 1 foot) and only adjust > if things look wrong with the game's FOV. Exceptions to this are doors and > corridors, which are made wider than they are in real life to make player > movement easier. > > Hammer entity fields that take distance are in units. Fields that take speed > are in units per second. These are inches and inches per second by default. > We don't explicitly call them "inches" in Hammer because one could make a mod > where units are centimeters, bloits, or beard-seconds as your game required. > > -- David > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Nathan West > Sent: Friday, May 29, 2009 5:17 PM > To: Discussion of Half-Life Mapping > Subject: Re: [hlmappers] Units > > Thanks all. I got that 16 units=1 foot, I just wanted to know if when an > object says "inches" it really means "Source Units." > > On Fri, May 29, 2009 at 7:33 PM, Mike Zimmermann <[email protected]> wrote: > > >> http://developer.valvesoftware.com/wiki/Dimensions#Map_Grid_Units:_quick_reference >> >> VDC really is your friend. >> >> -Mike >> >> >> On Fri, May 29, 2009 at 4:02 PM, Nathan West <[email protected]> wrote: >> >> >>> That was the basis of my question- is my movelinear going to move 12 >>> >> units >> >>> or 16? >>> >>> On Fri, May 29, 2009 at 4:15 PM, Phillip Marshall <[email protected] >>> >>>> wrote: >>>> >>>> of course, every 16 units is supposed to be a foot... >>>> >>>> On Fri, May 29, 2009 at 2:38 AM, Joe W-A <[email protected]> wrote: >>>> >>>>> Hammer units, roughly, are inches >>>>> >>>>> 2009/5/29 Nathan West <[email protected]> >>>>> >>>>> >>>>>> Simple question about func_movelinear. According to the local help, >>>>>> >>> the >>> >>>>>> values for Distance and Speed are in inches and inches/second. Is >>>>>> >> this >> >>>>>> literal, or does it mean Hammer Units? >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> >> archives, >> >>>>>> please visit: >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>>>> >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list >>>>> >> archives, >> >>>> please visit: >>>> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>> >>>> >>>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > -- Bob Curtis http://www.sodabob.com/ "The powers delegated by the proposed Constitution to the federal government, are few and defined. Those which are to remain in the State governments are numerous and indefinite. The former will be exercised principally on external objects, as war, peace, negotiation, and foreign commerce..." -- James Madison, Federalist No. 45 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
