OMG! I need followers!

In this day and age of social media, your importance and measure of your success in a given industry seems to be how many bloody followers you can accumulate.   So I guess, in the grand scheme of things, I am very unimportant in the game biz.   I have nine dedicated followers…a few of whom are family.  Can I get any lower?   So if you read me here, and are on twitter, do me a favor and follow.  Spread the word.  Help Toto regain some self-esteem. @gamedude_toto

CRS is chugging along, and there is a lot of work for me to do.  I was just speaking with Chris (Martini) today about giving terrain builders the ability to set tile parameters for layered textures.  He told me he would get back to me.  Hmmmm.   I should be finished rigging the latest installments of weapons today, then the polish comes.  Ramp has updated my infantry blending tool and things are looking up again.  Myself and Andrew have been trying to come up with a proposal to eliminate the open-flight file format, and stick with some industry standard stuff.  FLTs are becoming a pain in the ass, and killing the art production pipeline.

To close this little installment, I would like to give a shout out to James Chilton.  He’s been doing some top notch art work for us…stuff you’ll get to see pretty soon.

11 Responses to “OMG! I need followers!” »»

  1. Comment by hchris | 07/03/11 at 9:11 am

    Hey TOTO, sorry mate, I don’t use Twitter or Facebook or anything like that. I feel too old for this…

    Anyway, thank you for the excellent update 🙂 Please keep them coming!

    You are finally working on finding a solution about the old .flt format? How is it going, does it look promising? What file formats are you looking at for further art development?

    Your posts always bring a lot of excitement to me 🙂

  2. Comment by allibone | 07/03/11 at 5:11 pm

    sorry Toto, don’t have a twitter account, if I did I’d follow you though 😉

  3. Comment by Toto | 07/05/11 at 10:45 am

    Well, we are still looking at viable options, but if everything goes well, we will have our own format: .wwo

    We looked at collada, standard .obj, fbx and Andrew decided it would be easier to just write our own exporter and have our own format for the game. We’ll see how that goes. Still a lot of work and experimenting to be done before that actually happens though.

  4. Comment by hchris | 07/06/11 at 12:37 pm

    What are the advantages of your own file format? Doesn’t it make handling more complicated?

    I am in a different industry, I am a technical engineer. We always try to use standard file formats wherever possible. It makes our life (and other companies’) a lot easier.

    What do you hope to achieve with your own file format? Just out of curiousity.

  5. Comment by JWilly | 07/09/11 at 10:50 pm

    Following.

  6. Comment by Toto | 07/14/11 at 9:43 am

    Thanks JW

    With our own, we can weed out unwanted meta-data, parse what we want, and it also provides some level of security when it comes to raw data.
    Not many games use generic file formats when it comes to models, or sounds.

  7. Comment by hchris | 07/17/11 at 4:59 am

    Ah I understand, thanks a lot for the explanation!

  8. Comment by Stang | 07/23/11 at 12:06 am

    Enjoyed your artwork far too long. 🙂 Following.
    st6ng

  9. Comment by Toto | 08/11/11 at 8:43 am

    Thanks Stang

  10. Comment by mwhitman | 08/11/11 at 3:49 pm

    Following.

    Keep up the great work.

    !S MW.

  11. Comment by Dhoha | 11/12/15 at 3:57 am

    Taking the ovvreiew, this post hits the spot

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