Garry's Mod

Garry's Mod

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[pm&npc&voice] 卡拉彼丘 香奈美 世纪歌姬 Kanami from Strinova [ProMaxPlusUltr]
   
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Content Type: Addon
Addon Type: NPC
Addon Tags: Cartoon, Fun, Roleplay
File Size
Posted
Updated
92.482 MB
15 Nov, 2024 @ 12:32pm
30 Dec, 2024 @ 1:34pm
10 Change Notes ( view )

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[pm&npc&voice] 卡拉彼丘 香奈美 世纪歌姬 Kanami from Strinova [ProMaxPlusUltr]

Description
Update on Dec 31, 05:00: Last night, I was really sleepy and wanted to go to bed, but when I lay down, I felt that some of the voice lines for Kanami were not quite right. So today, I intensively searched for all existing voice packs of Kanami in the workshop, scanning through Chinese, English, and Japanese versions, and opened them all. I checked out which sentences the voice pack experts had chosen, essentially integrating the best from various sources. This is classic perfectionist thinking: if others have it, I must have it too; if others don't, I'll try my best to get it. Then, I listened to hundreds of voice lines again and found all kinds of meaningless little sounds that could be used for reloading, healing, and other actions. I feel that these little sounds are more suitable than formal speech. By the way, after being brainwashed by hundreds of voice lines tonight, I feel like I've become a half-assed cloud player now. Kanami is good at making omelette rice, right? And her father passed away early, didn't he? Oh, I feel like I've already experienced the game through this cloud playing. I also learned that her weapon is a sniper rifle, which gives me a new research direction. I immediately decided to make this rifle too. It seems to be called "The Encore," but I couldn't find a sniper rifle in the GMod base to replace the model, so it may take a long time to research. Moreover, I feel that the description of this mod is almost reaching the character limit. When I really figure out how to make weapons, I'll release a new mod along with four advanced skins.

Update on Dec 30, 04:00: The voiceovers are done. Some of them may not perfectly fit the usage context, but I couldn't find more suitable ones. Except for the footsteps, almost all other sound effects are included. Initially, when working on the jump and reload voiceovers, I found that they would always trigger every time a jump or reload occurred. Later, I came up with an idea to mix in some silent files to adjust the probability. Now, the trigger probability for jumping is 1/6, picking up weapons is 1/3, running out of ammo is 1/4, reloading is 1/5, and being hit is 1/3. Different NPCs have different voiceovers when marked. For fall voiceovers, the ideal height is slightly higher than the second map in the original game. If it's too low, the voiceover will end before landing. If it's too high, it will repeat. The battle-damaged voiceovers when health is below 30% can be frequently triggered by jumping. I couldn't find a suitable place to put the voiceovers for double kills, triple kills, quadra kills, and beyond godlike in the original game, because tfa_vox doesn't have a continuous kill judgment. If you think there are more suitable places for certain voiceovers, please feel free to comment. Next, I'll probably work on the hair and four advanced skins. I think the model should be close to perfect now.

Update on Dec 26, 05:00: The research on PHY is almost complete, but there are still some minor challenges when putting it into practice. Therefore, I decided to start by testing with the crown to see how it works. If everything goes as planned, the crown should now drop when a character is defeated in the game. However, I have found a new research direction – voice. After a preliminary look tonight, it seems that tfa_vox might be needed for this purpose. I will continue to explore this area further if I have the time. To be honest, after working continuously with this model for over a month, I feel like I know every detail of it inside and out—it's almost as if this model has become my lab mouse (not literally

Update on Dec 17, 02:00: Man! hahaha...I'm back from the depths. Although I've never played Strinova, as a white moonlight in my heart for getting into MOD making, I can't forget her. After a month of painstaking research and countless nights spent troubleshooting various errors, this is the ultimate revised version of the Kanami model. Personally, I feel it's quite perfect now. Firstly, I spent a week meticulously adjusting a hundred lines of numbers in the VRD code, finally suspecting that I found the pattern and correctly adjusted the position so that the ribbon at the back left can naturally flutter under normal conditions. Secondly, I refined the hand models and added player models. Moreover, by dissecting many existing models from the workshop, I managed to obtain a very compatible collision box and carefully aligned it bit by bit with the model. Additionally, I manually arranged the expression list, totaling about 60 expressions. Some expressions are not originally part of the model but were handmade by me. After debugging, all can be displayed normally. Currently, this model is highly completed. However, driven by love for the character and a spirit of continuous improvement, I noticed that the hair becomes stiff and does not hang down with gravity when the character dies. Therefore, the following is the direction I will continue to strive for:
7. Create PHY files for the hair and skirt to allow them to naturally hang down after the character dies. This is currently still in the research phase.

Update on Nov 20, 23:00: Fixed a minor visual issue related to transparent material display. Honestly, I don't think many people would have noticed this problem, but I'm a perfectionist, and once I spotted it, it really bugged me. Initially, I thought it would be easy to mask the alpha channel in Photoshop, but it turned out to be more complicated than expected. In the end, I managed to solve it. I want to especially thank *Aquila* for the guidance on VMT code, which resolved an issue that had been bothering me all afternoon in just 20 minutes.

Update on Nov 16, 21:00: Solved the simplest issue in the problem list, which was the fourth one. Now thinking about it, I was indeed quite foolish, didn't notice a missing line of code during my inspection late last night. I might try to solve the remaining issues when I have free time, like creating a player model and so on.

Additionally, I've discovered some new issues (Solved):
5. It feels like a bone is missing from the abdomen, making it unselectable with the physics gun. I suspect I accidentally deleted it while adjusting the model, but it's okay; I've downloaded a new model and started re-binding the bones.
6. Some special expressions cannot be displayed properly, but they shouldn't significantly impact the experience. I'm still researching this.



Original Description:

Disclaimer: This mod was purely a whim of mine, and I am almost completely inexperienced in mod creation. The total production time was 4 days and 3 nights, with my journey of heart ranging from eager anticipation to waning interest.

Current obvious issues (Solved):
1. The skirt on the left is anti-gravity. My initial guess is that the VRD (vertex rigging data) for preventing clipping wasn't done well. It should lift the skirt along with the leg movement, but it has become permanent. After several hours of research and troubleshooting, no solution was found.
2. No player model, because I'm both lazy and inexperienced, and the thought of making hand models scared me off.
3. The collision box is extremely rough. By the time I got to the collision box, I was already exhausted. I had just finished reducing the number of bones from 430 to 255, akin to picking fish bones, and my eyes were sore from staring at the screen. The only thought in my mind was: just finish it quickly.
4. The material has a strong plastic feel, not the traditional 2D waifu game material. Based on my judgment, it's probably related to the $lightwarptexture setting, but after several hours of research and troubleshooting, I could only admit that I am useless.

For clarification: I have never played this game before; I heard it's an FPS. I chose this model purely out of coincidence.
14 Comments
绿藻  [author] 8 Jul @ 7:55am 
@我新手别欺负 武器其实寒假花了半个月就研究的差不多了、但是后来想把枪周围的特效一起做出来、然后去网上问了一圈没人理我、就自己把虚幻的源码导到C++里看了一个月、不过没研究完就被抓取考研了、现在忘的差不多了
我新手别欺负 1 May @ 3:48am 
请问武器做好了吗?
Agent JIBA 29 Jan @ 1:52am 
ke quan tuo ma
绿藻  [author] 29 Dec, 2024 @ 1:33pm 
@abcd312 我在自己电脑上把所有有关系的文件全删了然后订阅之后试了试好像没问题啊、这个你要不重新订阅试试、要是真的还有问题就按下面评论里我12号9点发的那段东西解包我的mod看看是不是缺了啥、要是嫌麻烦加我qq3373181095我把mod打个包发你
abcd312 29 Dec, 2024 @ 8:35am 
NPC出BUG了,放出来先是模型变黑一会就消失了实体还在 透明了
SoftSyntax 13 Dec, 2024 @ 2:06pm 
I meant other models!
Since this is the only one ive seen posted at the moment, thanks by the way!
绿藻  [author] 12 Dec, 2024 @ 5:07am 
@deix bandit.gg Sir, this way: (https://www.aplaybox.com/details/model/A46FnQGDfHG8) . and if you cant open this website, please subscribe my model and then open your own computer. find the file path (steamapps\workshop\content\4000\3366349485), inside will be a gma file. then open another file path (steamapps\common\GarrysMod\bin), find gmad.exe inside. then drag the gma file into gmad.exe to open it. you can obtain models and materials.
SoftSyntax 11 Dec, 2024 @ 1:56pm 
Where do i can get the models?
Fruitsune 4 Dec, 2024 @ 8:31pm 
alright! thanks :)
绿藻  [author] 4 Dec, 2024 @ 1:10am 
@despairotaku i've found eika's model,seems easier than i thought.i've never played this game but i prefer her original skin after looking around the skin gallery.it may take one week to finish?