Fan of Halo, Star Wars, Minecraft, and much more. I am an amateur Empire at War modder, able to read and edit xml code, tga files, and game text. I once attempted to finish the Covenant at War mod (create ground units, several new factions, galactic conquest, etc. from vanilla files) on my own. I am also an accomplished Halo-Minecraft Artist.

Comment History  (0 - 30 of 109)
Camo7
Camo7 Jul 3 2014, 5:48am says:

I'm not sure what Vol'Talkes is, but an FoC modding tool would have helped me greatly when I was trying to mod extensively. I might not have stopped were the tool sufficient to bypass many of my interface difficulties.

+1 vote     media: Modding Tool
Camo7
Camo7 Jul 3 2014, 3:52am replied:

Personally I like the color, I just think the palette is too limited. It's different, but to me it has the same effect as the blank slate gray: lacking in variety.
I would vary color by part (some of the armor plates are distinguished by color as well as outline) and patterns/trim.
Regardless, very good job with the models.

+1 vote     media: Canderous Assault Tank
Camo7
Camo7 Apr 5 2014, 5:02pm says:

Come on guys, How could EA buy anything Halo related? I doubt even EA would try messing with Microsoft's lawyers....

+1 vote     media: Good news! We've been bought by EA!
Camo7
Camo7 Jan 1 2014, 5:52am replied:

I thought that was your goal, I just think that attacking people you want to help makes them resist your attempts.
I know I have an overly critical nature, I just keep it under strict control (perhaps too much so). It is useful, but it has its place.
The community is small certainly, and I too have noticed how few and far between skilled modelers are. I would appreciate if you clarified what you mean about "CGI based models." Since all models are computer generated images, I'm guessing that's a term for a subset of models.

and I have to ask, did you hit the 2000 character limit on that comment?

+1 vote     article: Happy New Year!+New hope!
Camo7
Camo7 Jan 1 2014, 1:50am replied:

I've never worked with polygon count limits, frankly I haven't made enough models sufficiently complex for that to seem necessary. If you have poly count suggestions, feel free to share though.
Keep in mind that these are rough drafts I'm running by spaceship to make sure I'm not going in the wrong direction.

+1 vote     media: Tecteron style Warship Design 02
Camo7
Camo7 Jan 1 2014, 1:46am replied:

I get you are a skilled modder. The models you've posted on your page are quite impressive. I never claimed to be a skilled modeler, just bored and interested in the peculiar ship designs he requested.
I have assembled multiple models and rendered them (untextured) but they look rather primitive to me, especially since I'm not very experienced. When I think they are worth presenting, I will post renders here myself.

+1 vote     article: Happy New Year!+New hope!
Camo7
Camo7 Jan 1 2014, 1:42am replied:

I think I know what you are talking about, but I see it less of an attitude problem and more of a communication problem. You are greatly experienced in this, he is not. In many circumstances, your criticisms and suggestions appear to be received as attacks on him and his mod rather than constructive. In some places your language is somewhat condescending towards him, which doesn't help.
Perhaps it's just me, but you seem almost resentful of his naive nature.

+1 vote     article: Happy New Year!+New hope!
Camo7
Camo7 Dec 23 2013, 12:32am replied:

I'm... going to need a better diagram than that to understand what you mean. Or at least a more complete one, all I see is 2 triangles and no indication of what they refer to.

+1 vote     media: Tecteron style Warship Design 02
Camo7
Camo7 Dec 22 2013, 2:21am replied:

I'm not quite sure what you mean by tapering on the inside vs out.
The idea for this one was to be a pure assault ship, looking rather imposing as it bears down on enemies (I started calling it "The Raptor" while making it).
Hangers would be placed on the interior of the wing sections for better defense.

+1 vote     media: Tecteron style Warship Design 02
Camo7
Camo7 Dec 22 2013, 2:17am replied:

I see what you mean, but it certainly doesn't have to look like a Ralarrad when the models are made.

+1 vote     media: Tecteron basic ship design top view
Camo7
Camo7 Dec 12 2013, 6:49pm replied:

Alright, updated.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 12 2013, 1:30am replied:

do the Vuun have any planets? And is Enlysium intentionally spelled that way, or is it supposed to be Elysium?

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 10 2013, 7:28pm says:

is Entonova in Entersian territory, or in Vuun territory? Judging by its name I would guess its an Entersian world.

+1 vote     media: Planet positions
Camo7
Camo7 Dec 10 2013, 4:18pm replied:

If you like, I can update it with the planet positions you uploaded and add it to the mod's images.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 10 2013, 4:18pm replied:

On a warship of this size that's still adjacent.
Of course this is a sketch, so details aren't critical.

+1 vote     media: Tecteron basic ship design top view
Camo7
Camo7 Dec 10 2013, 5:12am says:

Made this, what do you think? Moddb.com
Perhaps I should have posted this on the map's page, but this is more visible.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 9 2013, 11:03pm says:

I don't understand why you would build a ship with fighter bays adjacent to torpedo launchers, seems like a good way to shoot your own ships down.
Interesting style choice though. I find it ironic that Tecteron ships look like how I envision ships from a faction called "the Phoenix" and the Phoenix's ships look like what I envisioned "the Tecteron" ships to look like.

+1 vote     media: Tecteron basic ship design top view
Camo7
Camo7 Dec 9 2013, 12:29am says:

Anyways, here's a two more of the things I've made.
Imageshack.us
Imageshack.us
Not sure if either is useful to you, but maybe they will give you some ideas.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 9 2013, 12:04am replied:

ignore this, site lagged/glitched or something, posted the comment twice.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 9 2013, 12:04am replied:

Detail? I don't recall any detail in his descriptions, I've just been making stuff up. I see your point though, it wasn't exactly supposed to be a final product.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 9 2013, 12:02am replied:

I have no idea how to convert them, or who is able to. Sorry.

+1 vote     mod: Phoenix at War
Camo7
Camo7 Dec 6 2013, 1:53am replied:

I got a little lost in the comment tree... but If you are still wondering how to handle ships like the Nebulon B's fighter system, try adding a hanger hardpoint to the ship but make it non-targetable. That way the fighters are still deployed, but there is no "hanger" shown.

+1 vote     mod: Alliance at War
Camo7
Camo7 Dec 6 2013, 1:42am says:

Well, I got a little bored today, thought about your mod and the ship description, and made this. Not sure if it fits your vision, but if you like it you're welcome to the file.
Img20.imageshack.us

+1 vote     mod: Phoenix at War
Camo7
Camo7 Oct 29 2013, 4:40pm replied:

1: So kind of an angled brick, is that what you were going for? Or is there more detail you weren't able to put in the design images?
2+3: If you have someone who can convert blender files to alo models, I might be able to make the model for you in blender.

+1 vote     media: WIP New Ability Icons
Camo7
Camo7 Oct 28 2013, 5:09am replied:

So the intended ship design is a diamond/rhombus shaped box with a bridge at one end and tapering to a point at the other? That's what I saw from the images you posted, but I wasn't sure.
I saw you were having trouble with blender, are you still having difficulties? And can you even make models for FoC in blender?

+1 vote     media: WIP New Ability Icons
Camo7
Camo7 Aug 9 2013, 8:34pm says:

This launcher works for me... Kinda.
I have been working on editing an existing mod, and tend to make new versions regularly. However, the launcher behaves rather bizarrely..
Suppose I run MOD_A in the launcher, play for a while then close it. Then I make a copy of MOD_A named MOD_B, edit MOD_B, and put it in the mods folder. It appears in the launcher list, however, when I run the launcher it does not use MOD_B's files, it appears to use MOD_A's files. Regardless of if MOD_A still exists in the folder.
Do you have any idea what is going on? does the launcher save the last launch's files in a certain way? because its not behaving very logically.
I am running windows 7 64-bit, though i doubt thats relevant...

+1 vote     download: FoC Mod-Launcher
Camo7
Camo7 May 19 2013, 12:45am replied:

I understood.....

+2 votes     mod: Covenant at War
Camo7
Camo7 May 13 2013, 7:56pm says:

:D <--- what my face actually looked like when I saw that screenshot

+4 votes     media: UNSC SMAC Platforms ingame
Camo7
Camo7 May 9 2013, 11:16pm replied:

I strongly suggest you do... the Archer Missiles and a certain blue particle effect explosion thing I can't identify seem to be causing a tremendous amount of lag when I play. (once it lagged so much I thought it froze, just turned out it was going at 1/30 fps or so)

+1 vote     mod: Covenant at War
Camo7
Camo7 Apr 23 2013, 7:43pm replied:

Sigh..... That's pretty much my experience with Halo 4. It just didn't feel like a Halo game to me, and as much as the HD was nice, the style didn't look right. And the story... I have a lot of problems with it (and most of the stuff 343 has been doing with the Forerunner).

+1 vote     mod: Covenant at War
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