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[TIPS] TF2 Character proportions [Archive] - TF2Maps.net Forums

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Jao
11-06-2007, 11:52 AM
If you are like me and you don't want your map to be out of scale with halls of giants, these values might help you! The idea of this thread is from Alex who gived me the hint to check this out by loading the models in the editor, so thx to him ! ;)

Happy "proportional" mapping ! :D

The Offense Classes
Scout: 86 units high, 33 units wide
Soldier: 88 units high, 51 units wide
Pyro: 85 units high, 45 units wide

The Defense Classes
Demoman: 88 units high, 50 units wide
Heavy: 93 units high, 60 units wide
Engineer: 84 units high, 53 units wide

The Support Classes
Medic: 88 units high, 61 units wide
Sniper: 90 units high, 49 units wide
Spy: 86 units high, 48 units wide

Alexforcefive
11-06-2007, 12:52 PM
Jao, you're a legend!

Dox
11-06-2007, 05:36 PM
Nice, so 256 wide hallways might be a little much...

Jao
11-06-2007, 06:10 PM
Nice, so 256 wide hallways might be a little much...My guest is 128 wide hallways would work perfectly so 2 players side by side can easily pass through it.

Logo
11-06-2007, 06:53 PM
I've played around with a few different sized hallways. 128 seems to be a good medium size. For something really tight I wouldn't go below 96 wide.

Immortal-D
11-06-2007, 07:34 PM
Very cool. I'm curious, how exactly did you get these measurements?

ryodoan
11-06-2007, 09:10 PM
I dont know if it would help, but I think something that might be important to keep in mind also is how high each class can jump, aka:
Unit regular jump
Soldier Rocket Jump
Scout single jump
Scout Double Jump
Grenade jump (demoman)

Logo
11-06-2007, 09:25 PM
All classes jump the same height (including scout). Here are the numbers I've been going on your mileage may vary.

Jump: 36 units
Crouch Jump: 64 units (this might be 72)
Double Jump: 72 units
Double Crouch Jump: 96 units
Rocket Jump/Demoman jump ~300 units (least accurate of all my measurements obviously).

bbz
11-07-2007, 09:01 PM
the range of sentry guns would be handy too

ryodoan
11-07-2007, 09:47 PM
I believe I saw it mentioned that the range of sentry guns is 1024

Octopus
11-08-2007, 12:21 AM
Hmm I think demomen can jump much higher then soilders. I will make a map to test all of theese soon.

Octopus
11-08-2007, 12:24 AM
Wait are you serious?? Medics are wider then Heavies?? I do not think that these are completely acurate, no offense, but 88 tall and 61 wide???

Jao
11-08-2007, 01:01 AM
Wait are you serious?? Medics are wider then Heavies?? I do not think that these are completely acurate, no offense, but 88 tall and 61 wide??? Yeah I know, it's because of his arms, they're probably placed in a way that take extra units in the editor compared to the heavy. These values may not be considered as official but only as reference! ;)

ryodoan
11-08-2007, 07:38 AM
Hmm I think demomen can jump much higher then soilders. I will make a map to test all of theese soon.

If you do any tests make sure you download the rocket jump and grenade jump scripts so you can get the optimum heights.

However, if you do that, you have to realize that 90% of the people will not be using the scripts and are not as likely to be jumping that high since rocket / grenade jumps are pretty hard to do consistently unless you write a script.

Maj.Woody
11-08-2007, 05:06 PM
I believe I saw it mentioned that the range of sentry guns is 1024

Yes I have tested it and all 3 levels of the sentry are 1024. One thing I did notice was that the different levels of sentry have higher 'sensors', the smallest one cannot see over steps/ledges that the 2nd/3rd level are able to see over. I need to do some actual testing to see what these heights actually are however.

TheBladeRoden
11-14-2007, 01:52 AM
All classes jump the same height (including scout). Here are the numbers I've been going on your mileage may vary.

Jump: 36 units
Crouch Jump: 64 units (this might be 72)
Double Jump: 72 units
Double Crouch Jump: 96 units
Rocket Jump/Demoman jump ~300 units (least accurate of all my measurements obviously).

I've been regular jumping over things as high as 42 units

Camlost
11-17-2007, 10:42 AM
Has anyone worked out class speeds?

A Boojum Snark
11-17-2007, 04:59 PM
Hmm... I think I know a way to get speeds, I'll have a whack at it tonight.

edit: I have 'em! Class speeds in units/second, when moving backwards you move at 90% of these (and only backwards, combine it with left/right there is no reduction).
Scout: 400
Soldier: 240
Pyro: 300
Demo: 280
Heavy: 230
Engy: 300
Medic: 320
Sniper: 300
Spy: 300

Novacane
11-18-2007, 01:22 AM
At the moment, Demomen can crouch-bomb-jump ~3900 units.

btw, there should be a cleaned up version of this thread with the heights, jump heights and speed in a single post as a sticky for quick reference.

Camlost
11-18-2007, 02:52 AM
Thanks A Boojum Snark,
I didn't realise the soldier was that slow.

Greenbean has posted some more info over on the steam boards:
http://forums.steampowered.com/forums/showthread.php?t=622188

And there's some Half-Life 2 Single Player dimensions as well as some general stuff here: http://developer.valvesoftware.com/wiki/Dimensions

marnamai
12-11-2007, 08:34 AM
Anyone knows the crouch height from the classes?

Immortal-D
12-11-2007, 10:54 AM
Anyone knows the crouch height from the classes?

Usually half, give or take a few units.

Half-Life_Maniac
12-11-2007, 05:39 PM
Am I right in thinking that the usual 72 height/32 width apply for the player's bounding box, so if you made a particularly tight space, the bigger classes' models would clip through the geometry, but still alow movement?

Intraman
12-11-2007, 08:05 PM
I don't think there is any problems with crawling under things. However, I don't see why anyone would make it necessary to crawl under something.. unless its like a hidden path or something.

Snipergen
12-12-2007, 01:05 AM
I have to agree with intraman, crouching would make the map slower, but if you have something else in mind go ahead. Experimenting is good :D

zbandito
02-12-2008, 03:22 PM
http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper%27s_Reference

There is more information at the link, including some dimensions used in 2fort and pickup item values.

Model sizes

These are the minimum empty space dimensions required for a model to fit and function in the game. Players can move through spaces with these dimensions, and Engineer structures can be built and operate in them. All sizes are in Hammer Units.
Model Height Width / Depth
Player (standing) 83 49
Player (ducking) 56 49
Sentry Gun (level 3) 87 49
Dispenser 83 49
Teleporter 95 57
Maximum 95 57



Jump distances

The maximum jump clearances for each class, in Hammer units. A player can clear a gap that is as wide as the Horizontal clearance for his class. He can climb a ledge that is as tall as his Vertical clearance. Without jumping a player can climb a vertical height of 18 units (the largest single step of a stairs).
Class Horizontal Vertical
Scout ? 70
(Double Jump) ? 117
Soldier ? 70
(Single Rocket Jump) ? 448
(Max Single Rocket Jump) ? 576
(Rocket Jump - Wall Climb) ? over 1024
(Rocket Jump - Wall Climb 4 Rockets) ? ~1500
Pyro ? 70
Demoman ? 70
(Single Sticky Jump) ? 728
(Max Single Sticky Jump) ? 1000
(Double Sticky Jump) ? over 1950
(Continuous Sticky Jump - Wall Climb) ? over 1536
Heavy ? 70
Engineer ? 70
(Dispenser Jump) ? 153
Medic ? 70
Sniper ? 70
Spy ? 70
Maximum ? over 1952
Note: All jumps require crouching after jumping in order to reach a ledge at the given height, otherwise vertical clearance is 27 units less. Wall Climb requires a Soldier to shoot the wall before reaching the peak of a Rocket Jump and requires a Demoman to attach a sticky to the wall and detonate it before reaching the peak of a Sticky Jump. Mappers should keep in mind the limitations of the average player to allow them access to necessary areas while gifting advanced players with access to secret/advantageous areas.