jacobhallnarrativeunit
jacobhallnarrativeunit
Jacob Hall Narrative Unit
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jacobhallnarrativeunit · 4 years ago
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My NPR Corrupted
I don’t know why or how but my NPR has become corrupted and I am unable to do anything to fix it.
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This is a major issue due to the facts of me forgetting to update the back up of the map and the fact that I was waiting to have the final product before uploading anything to my blog which means that I have nothing to show for my work.
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jacobhallnarrativeunit · 4 years ago
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Creating A Text Widget
This blueprint is what I was going to use to explain what all my models were for and how I was going to use them in the game I wanted to make.
Content Browser:
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Viewport:
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The Event Graph:
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Widget’s GetText Function:
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Game World:
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The Text I Was Going To Use:
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Notes:
Display Text is a string
Uses very similar text to the door code
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jacobhallnarrativeunit · 4 years ago
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My Piano Model In The Game World
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I am really happy with how the models all transitioned into the game world, I think they look clean and defined with my only issue being the odd gap on the right end but I can’t do anything to fix it so I am okay with it.
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jacobhallnarrativeunit · 4 years ago
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Remaking My Organ Model Into A Piano Model
When making my organ model I took direct inspiration and effectively just copied the “organ” from Blood, but now after getting to the point of actually coding it I’ve realised what I’m aiming for is going to be too difficult so I’ve decided that I’m going to remake it.
Blood’s Organ:
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My Organ:
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For the remake I’ve decided to take inspiration from another Build Engine game, Ion Fury. In the game there is a secret level locked behind playing a specific tune on a fully functioning piano that is found in the previous level. I’ve decided to cut off the top half of the piano tiles in my first model and I’m going to make it more similar to Ion Fury’s piano, although I am going to keep the overall appearance more similar to Blood’s. I also need to make the piano tiles separately to the model in order to code them properly.
Ion Fury’s Piano:
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My Remade Piano:
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The Piano Keys:
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I think these new models look much better than the previous ones and I’m hoping I won’t have any measurement issues this time around.
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jacobhallnarrativeunit · 4 years ago
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My Models In The Game World
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jacobhallnarrativeunit · 4 years ago
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Importing My Models 1
I have now imported all but one of my models into the Unreal Engine.
Materials Folder:
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Models Folder:
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Textures Folder:
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The only currently made model that I haven’t currently imported is my piano/organ model due to the fact that I intend to remake the keys on it so the player is able to actually play it.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 22
I’ve made a cross model to help decorate the walls and I remade my coffin model to make it easier to move via code in Unreal
The Cross:.
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The Remade Coffin:
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These models weren’t difficult to make in the slightest, I made the cross out of my candelabra model and just recoloured it and I literally just cut off half of the coffin model, rotated it and made it slightly longer. I made the cross because it was the only thing that came to mind for a model that I definitely needed for decoration and I already mentioned why I re-did my coffin model. I’m currently at a creative halt, I know there are more models I need to make but I can’t think of what they are. The only thing I feel like I can do at this moment is to import these model into the Unreal Engine.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 21
I’ve now made 2 more models for decoration, 1 being a flower vase and the other one being a cremation urn.
Flower Vase:
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Cremation Urn:
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These models weren’t particularly difficult to make and combined probably took me roughly half an hour to complete, with the help of making the cremation urn out of the foundation of the flower vase. I really like how these models turned out, they look good and distinct and, especially in the case of the flower vase, I’m proud of the details I was able to add.
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jacobhallnarrativeunit · 4 years ago
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Making And Coding A Working Door In The Unreal Engine
Below is the viewport and code I used to make an opening and closing door in the Unreal Engine.
Viewport:
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The function of everything above is this: The “Box” is what the square around the door is and serves as a form of invisible alarm so that when the player walks into it the door begins to open, the “NPRMainDoor” is the model of the door and it’s connected to the “DefaultSceneRoot” by it’s far back corner which is the point that serves as the origin point for moving, rotating and resizing the model. The spot of the DefaultSceneRoot is shared by the “Scene” (which is also directly connected to the door model) which is the point that the model turns around.
Event Graph:
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The 2 red “Event” commands are what connect to the Box collision in the viewport, making it so that when the player is in the box the door starts to open and when they leave the box the door starts to close. The “Cast To FirstPersonCharacter” turquoise commands makes it so that the rest of the code only triggers for the player whenever they enter the invisible box, nothing else can trigger the doors to open because of those 2 commands. The yellow “Timeline” command is what causes the door to move as it opens and closes, if the timeline wasn’t there the door would just immediately open and close without an animation similar to Minecraft. The green “Lerp” command (specifically of the rotator type for this code) is what decides what the starting and finishing point of the door is with the example above making it rotate by 90 degrees, with the light green “Alpha” circle in it that’s connected to the timeline also being needed to allow for the door to be animated. The “Scene” and “SetRelativeRotation” connect to the scene in the viewport to find the location of the door and the point it’s rotating around in the game world.
Timeline:
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This screen is what controls how much the model moves over whatever desired amount of time and can be reached after adding the Timeline command to the Event Graph by double clicking on the command. To make the “Track” to determine the distance and time of the animation I clicked on the “f+” button in the top left. From there I changed the max duration of the door’s animation to 1 second in the “Length” box which then shortened the Track from a max of 5 seconds to my desired 1 second and then I right clicked on the Track and chose to “Add key to CurveFloat_0″ to make 2 keyframes, one of which I set both the “Time” and “Value” of to 0 and then the other’s to 1 each, which is what created the diagonal line across the Track. This process is what created the “New Track 0″ green circle of the Timeline command in the Event Graph.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 20
I’ve now made a candlestick model for more variety to light sources.
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This model took me at most 10 minutes mostly because I made it from a base of my candelabra model. I also recoloured the candelabra model to make it look nicer.
Original:
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Recoloured:
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 19
I’ve made a few models that I’m going to use to decorate my previous shelf model.
Bottle 1:
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Bottle 2:
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Case:
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Tub 1:
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Tub 2:
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I really enjoyed making these smaller models as I hadn’t really dabbled in making them yet and I’m really glad they all came out really well. When it came to making each of them the first bottle model serving as a basis for the second bottle and the tubs and the case model took the longest amount of time. I may come back them to change a couple things but the only one I imagine I would make any major changes to is the case as I think it looks a bit weird due to the size limitation I had to work with. I might make some more models akin to these ones in the future, but whether it’s for the same shelves or to accompany a different model I haven’t decided yet.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 18
I’ve made a shelf model for the crematorium which I plan to have hide a secret room with part of the music sheet for the main door’s key.
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I am really happy with how this model turned out, especially the lights at the top and bottom. I spent a fair amount of time on this model, most of it spent on measurements for the distances between each shelf, but also on figuring out how to make the lights look like they made sense being where they were. Something that can’t really be seen in the above image is the slits in the shelves at the back and sides of them to allow the “light” to shine through to each level. As I mentioned before I am particularly happy with the lights as I am really proud with how I gave them the appearance of being built into the model while also being obviously 3D and not drawn on.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 17
I’ve now made the door that will lead into the crematorium and I might also use it for the morgue.
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This model was pretty easy to make as I already had the framework in place from my main door model, I just needed to change the decorations. I don’t have anything in particular to talk about this model, it didn’t take much time, I’m happy with the end result and I don’t expect to need to change anything for it. The only noteworthy part is the handle, which I really enjoyed making the unique design for, but there’s not much to it aside from just using the base of the main door’s handle as a reference point.
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jacobhallnarrativeunit · 4 years ago
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Potential Inspiration For My NPR
This is a short list of sources that could inspire my project.
Safety Coffins:
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During the Victorian times, with it’s many incredibly deadly diseases, being buried alive was a surprisingly prominent and severely feared way to die. With such an issue obviously needing a safety net for those who were buried alive the invention of the safety coffin was a necessity, with an built in escape hatch, comfortable padding and feeding tubes and most importantly a rope that when pulled would ring a bell above ground. The only downside was that they didn’t often come with air holes.
Autopsy Simulator:
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Autopsy Simulator is an upcoming game by Woodland Games, a similarly upcoming developer/publisher. The game seems to be inspired by the 2016 film “The Autopsy of Jane Doe”, with the game being about a middle-aged pathologist named Jack whose life has taken a sharp decline after the death of his beloved wife Alice and a career downfall. Already feeling like a shell of his former self, being incredibly depressed, suddenly he feels like his past just can’t let him go when he finds his deceased wife’s engagement ring hidden inside a body. This is something that I could take massive inspiration from, but I am not sure if I’ll be able to properly utilise it while also working on all my current ideas.
PSX:
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PSX is a modern game art style that is often used to imitate the visuals of many classic PlayStation 1 games, with the warped textures and more rough and jagged models and visuals. This style has seen it’s most effective use with horror games as it’s inability to properly utilise details has led to players often drawing worse conclusions to what they see then what actually happened, although it has seen success with other game types as well.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 16
I’ve made my 4th and final gravestone model for my NPR.
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I really like this model due to it’s simplicity, it’s not a stereotypical gravestone and yet it still has it’s place in a graveyard. I initially wanted to have the “words” look like they were engraved into the “stone”, but after a little comparing to the real life examples I was taking my inspiration from for the design I noticed they tended to have the words imprinted on the stone more than having them imprinted in the stone. I still wanted to exercise the mentality I’ve had when making all of these models though, so instead of dipping the words into the model I decided to pull the outline out of the model, which I think still looks pretty good. I’m probably not going to come back to this model at all as I think it looks perfect in it’s current state and any potential changes that this model encounters in the future will most likely be related to changing it’s size.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 15
I’ve completed my third gravestone model.
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I decided to take a different turn for the details when it came to making this gravestone model, I made the details pop out from the base model instead of sinking into it. I really like how this model came out, I think it’s colouration is really clean and I like that it looks like it was professionally made, a nice contrast compared to the second gravestone model and I’m really glad that the extra time I spent on it to get all of it measurements correct paid off. If I am to go back to this model it’s going to be to add 1 or 2 extra details, such as a golden cross on the top.
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jacobhallnarrativeunit · 4 years ago
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Making Models For My NPR 14
I’ve now completed my second (of which I plan to make 4 of) gravestone model.
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I really like how this model came out, with the more rough and hand made look to it being exactly what I hoped to achieve. I am especially proud of how stylised the details are, they look like they were engraved into the “stone”, with the letters looking more cracked at edges and not being symmetrical giving the idea that it’s old and maybe wasn’t made by the most experienced of stonemasons.  I expect I will come back to this one later to make it’s general shape more believable by making it look more weathered and clumsily hand crafted, instead of just the details giving off that vibe.
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