Re: Dimensions
Posted by haymaker on
Fri May 11th 2012 at 4:27am
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
I've always used the rule that states 1 real world dim is 1 1/3 Hammer dim, so yeah 12in=16units
You can check this in the door templates for example, HL2 door textures are 112 units where a real door jamb is 82 inches.
Perhaps what you're looking at is information for different games with differing FOV, try changing your FOV from default on your maps to see
Re: Dimensions
Posted by Crono on
Fri May 11th 2012 at 9:55am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Awhile ago I actually sat down and figured out some real-world to hammer unit conversions based on some moderate assumptions ... one of the key things I found was that a height and width unit was not equal.
The page says a player is 73 units high and 33 units wide (basically). If you use this compared to real-world measurements of an average adult male (assuming U.S.)
Height: 5'10" = 70"
Width: 20"
Converting each to hammer units:
Height: 70" = 73 VU (vertical units)
Width: 20" = 33 HU (horizontal units)
If we reduce to get real-world measurement to 1...
Height: 1" = 1.05 VU
Width: 1" = 1.65 HU
As you can see, they're not the same. This means that things are wider than they should be inside the game world. It's not by much, but it's by enough.
If you use their door measurements, which are 48x108 (no doorjamb) you get:
Height: 6'8" : 108 VU = 80" : 108 VU = 1" : 1.35 VU
Width: 3' : 48 HU = 36" : 48 HU = 1" : 1.33 HU
Which seems somewhat closer ... but the clearance of the player unit is very different.
(With doorjambs: H 82" : 112 VU = 1" : 1.37 VU; 38" : 56 HU = 1" : 1.48 HU)
The point is ... the width units aren't equal to the height units, they are in fact wider.
Blame it on Microsoft, God does.
Re: Dimensions
Posted by Captain Terror on
Fri May 11th 2012 at 9:38pm
68 posts
477 snarkmarks
Registered:
Feb 27th 2008
Location: USA
Wow Crono, that has got to be the best breakdown of source units i've read, nice work! =)
Re: Dimensions
Posted by haymaker on
Sat May 12th 2012 at 2:52am
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
Yeah sticky that
I stand by my theory that game FOV is at play here as well though. Eg default FOV in HL2DM is 90. In RL I can see my fingers appear probably around 65 deg, which makes it somewhere around 130. If a game was to adopt this number, widths would have to be adjusted accordingly, right?
Re: Dimensions
Posted by Crono on
Sat May 12th 2012 at 3:44am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Yeah, but they've already accounted for that in their own figures. That's WHY width is more. If it was JUST FOV differences, then everything would A) look very thin, and B) the units would be identical.
Remember I used Valve sourced objects for the base unit sizes, not hammer. (I.e. the player size and door sizes)
Blame it on Microsoft, God does.