DIPRIP is a Half-Life 2 multiplayer total conversion. Gameplay is based on vehicle combat in various post-war environments. Vehicles use multiple weapon mounts which are activated by finding weapons scattered around the battle grounds. Planned game types are deathmatch, teamdeathmatch and capture the flag. There will also be a possibility to enable players to upgrade their vehicles' weapons and subsystems through the use of a 'money for damage' system. Action takes place in varied post-war sceneries. Key places in the post-war world are areas rich in uncontaminated water and fueal. Most of the terrain has been left in a mechanically unchanged state. Abandoned city centers, hipermarkets, refineries, country food storages, old military bases and other such places are the scenery of raging battles.

Report this article The Hedgehog shows its spikes!

For some time now work has been progressing on our monstrous Hedgehog vehicle model. All the hard work has been done by our new modeler Damian "ant-3d" Zubrzycki. We officially welcome ant-3d on the team, cheers to him and all of his spikes!!! Our work in June has been halted by various exams

Posted by Pacanusmaxus on Jun 21st, 2006 digg this super bookmark


For some time now work has been progressing on our monstrous Hedgehog vehicle model. All the hard work has been done by our new modeler Damian "ant-3d" Zubrzycki. We officially welcome ant-3d on the team, cheers to him and all of his spikes!!!


Our work in June has been halted by various exams and other b... but since July we will resume our work with twice the effort.

Comments
CaptainSource
CaptainSource Jun 22 2006, 3:39am says:

You took the words right out of my fingertips mr_greenfish.... I am guessing, due to the smoothness of the piping and spikes and the rest of the super detail, it would be around the 30 to 40 thousand, MINIMUM as those cylinders have a least 64 sides each or more... whooowa... I assume you will use a REDUCE POLY tool to slim this fat lady of a model??... but looking really good.... you have obviously spent a great deal of time and effort building this puppy.... well done... put her on a low poly diet quick...

+1 vote     reply to comment
M@ty
M@ty Jun 23 2006, 1:42am says:

mikejekelly, I like the way you quoted me, but then in your comment refferred to nothing on which I commented.

Anyway,

The smaller spikes, such as on the doors can be normal mapped, the topography isn't that drastic. The taller spikes can just have 5 sides (10 polygons each) or 6 depending (12 polygons each). Even with 50, that's only 500 polys on a 8000+ polycount.

Give me this model, I could give you a version under 8000 polys in a few hours, all normal mapped up.

+1 vote     reply to comment
Chunky
Chunky Jun 21 2006, 6:44pm says:

Nice detail :O

+1 vote     reply to comment
kooper
kooper Jun 21 2006, 6:53pm says:

looks kewl but the pc looks through the roof

+1 vote     reply to comment
TKAzA
TKAzA Jun 21 2006, 6:59pm says:

cool got a mesh shot
+ lovin the detail ...eg lock at the back

+1 vote     reply to comment
Mr.Kadish
Mr.Kadish Jun 21 2006, 7:26pm says:

Polygon overload! :D

Looks good.

+1 vote     reply to comment
methulah
methulah Jun 21 2006, 8:00pm says:

Major polygon fun. The detail is AMAZING.

+1 vote     reply to comment
::idiot::
::idiot:: Jun 21 2006, 9:44pm says:

That's amazing.... :o

+1 vote     reply to comment
TKAzA
TKAzA Jun 22 2006, 7:23am says:

its called normal mapping
thats all its for and it will make a sweet one no dought

+1 vote     reply to comment
Pacanusmaxus
Pacanusmaxus Jun 22 2006, 7:11am says:

Hej guys its a hi poly model :) it can't be used ingame :). We use hipoly models for 3D concept and later for baking normal maps :).

A lot of this detail which is modeled with polygons can be put into normal map :). Low poly textured model will come forward in some time... that is our natural workflow.

Look for example at our Ratmobile model. Hipoly concept model had about 120K polygons but the lowpoly model is a bit more than 11K polygons. Ofcourse some of this detail will propably have to be dropped but in case of Ratmobile there wasn't a lot of stuff that we had to thow away.

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RatoN
RatoN Jun 22 2006, 4:02am says:

This mod looks fantastic.

+1 vote     reply to comment
jacksonj04
jacksonj04 Jun 22 2006, 5:22am says:

Remember guys, the high poly model may only be used to generate bumpmaps whilst a low poly is used in game!

+1 vote     reply to comment
mrtywalsh
mrtywalsh Jun 21 2006, 10:19pm says:

I just watched a video on youtube about this mod. I just searched "hl2 mod" and got this puppy. Never heard of it before, then I checked this page and saw that they had posted these screenshots. Awesome! Heres the vid if anyone wants to check it out. I don't know how old it is.
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/JYZ1eMpsz3Q"></param><embed src="http://www.youtube.com/v/JYZ1eMpsz3Q" type="application/x-shockwave-flash" width="425" height="350"></embed></object>

Youtube.com

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M@ty
M@ty Jun 22 2006, 1:00am says:

That.

Rules.

+1 vote     reply to comment
JoeX111
JoeX111 Jun 22 2006, 1:48am says:

Whoa, I want to drive that to work.

+1 vote     reply to comment
mr_greenfish
mr_greenfish Jun 22 2006, 2:27am says:

might look pretty but you cant possibly put that many polys into source for one vehicle, its a massive waste.

dont get me wrong they look really amazing, but just not practical. What is the polycount by the way?

+1 vote     reply to comment
webejame
webejame Jun 22 2006, 9:32am says:

woah, nice car, will look good for an cinimatic sequence or someting similar, but ingame, no go...

Way to much polies or ingame, except if you use it for normal mapping...

One more thing, this is a nice design, but remember that texturing it can be a big load, because a texture can make, or break the model.

+1 vote     reply to comment
r4scal
r4scal Jun 22 2006, 9:50am says:

awesome work there! Very nice

+1 vote     reply to comment
M@ty
M@ty Jun 22 2006, 10:20am says:

I find it quite comical that some people act as if they know the HL2 engine, i.e. "way over the poly limit" but in reality have no idea about it. Its quite obvious its for normal mapping. Poor, poor newbies. :)

+1 vote     reply to comment
kooper
kooper Jun 22 2006, 11:03am says:

lol @ M@ty, the majority of the ppl on here are not "Poor, poor newbies"

+1 vote     reply to comment
mr_greenfish
mr_greenfish Jun 22 2006, 11:33am says:

m@ty, it's not obvious that it was intended for normal mapping as it wasn't made clear in the news post. So I was just bringing the issue up so the people who look at it will know that this kind of detail will not be seen in-game. tbh it should have been stated in the news post that this is not a model intended for in-game.

considering the links lead to a page of shots including proper in-game screenshots, i'm surprised those werent shown here. a bit mis-leading methinks.

anyway honestly though, great work to the modeller, they've obviously spent a long time working on it.

+1 vote     reply to comment
mikejkelley
mikejkelley Jun 22 2006, 12:59pm says:

"I find it quite comical that some people act as if they know the HL2 engine, i.e. "way over the poly limit" but in reality have no idea about it. Its quite obvious its for normal mapping. Poor, poor newbies."

I doubt it will work for normal mapping. The difference in topology is too extreme to achieve an effective illusion of mass through normal or bump mapping. For reference, look at normal mapped characters. The areas within their sillohettes look highly detailed while the sillohettes themselves look relatively boxy. The spikes on the car help to form the sillouhette of the car from any angle, and since normal mapping cannot change the sillouhette to an appreciable degree, normal mapping will not be able to acheive the desired effect of a car with spikes. The topology variances are just too extreme.

Think of it like this, do you think a modeler could model a cube and then project a normal map of 5000 poly model onto it and have it look like anything? No. I assume they'll have to drop most of the spikes.

I really find it quite comical that ppl who have no idea about any of this would cast dirisions. Poor, poor newbies.

+1 vote     reply to comment
Jambozal
Jambozal Jun 22 2006, 1:54pm says:

Well given there are perhaps 100 spikes on the thing, there'es no reason why each spike can't be dropped to 3 or 4 polys each - making up a fraction of the 8-10k bugdet that Source would require. Really, the normal map will work - it will give the illusion of soft conical spikes when not in sillohette, while they still maintain a spiky feel in sillohette, which I think is the object of them as you say.

So yes, this will work fine for normal mapping. And I think it would be pretty obvious to anyone who has modded or is modding Source, that this is a model made for normal map. As one of the team said, it is a natural workflow in Source to first model a high poly version, and later reduce polys and apply the normal map + texture.

+1 vote     reply to comment
mikejkelley
mikejkelley Jun 22 2006, 5:11pm says:

Maybe. I think I'd have to see it to believe it though!

More power to 'em if they can pull it off!

+1 vote     reply to comment
methulah
methulah Jun 22 2006, 6:24pm says:

Also, if they think our PCs can handle it, a relief mapped version of this would absolutely concrete my faith in that technology. And it would keep its profile.

+1 vote     reply to comment
mikejkelley
mikejkelley Jun 23 2006, 1:47pm says:

M@ty, I like the way that you cannot follow a linear argument. *smiley face?*

Your comment ridiculed ppl who thought that this model was "way over the poly limit" and stated that the model was for normal mapping.

My comment stated that I didn't think that it would work for normal mapping and that I thought it was over the poly limit (i.e., they would have to drop some spikes). It doesn't get much more relevant than that.

+1 vote     reply to comment
CaptainSource
CaptainSource Jun 23 2006, 10:43pm says:

Can you guys tell me which program you use to make the normal map from the hi-poly model for the low poly one? As I have not been able to get NVidias one to work and falls over constantly.....

+1 vote     reply to comment
Pacanusmaxus
Pacanusmaxus Jun 24 2006, 8:11am says:

We use 3DSMAX for modeling and also for baking normal maps. Additionally i like to use NVidia plugin for photoshop to correct errors on normalmap.

Here is a nice tutorial for creating normalmaps in 3DSMax:

Poopinmymouth.com

+1 vote     reply to comment
CaptainSource
CaptainSource Jun 25 2006, 10:43am says:

Thank you very much... I usually make my own normal maps if I am able, using the old greyscale topographic bumpmap system then convert them, but this is much appreciated... thanks again...

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Exor Studios
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Released Mar 7, 2008
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