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C&C Power Play Technical Difficulties: W3D Plugin on Blender 4.0
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jan 13, 2024 12:31 pm    Post subject:  C&C Power Play Technical Difficulties: W3D Plugin on Blender 4.0
Subject description: It is time to take that lovely MCV and deploy it into an older Blender.
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Howdy! NeverLoseGuy, the leader of C&C Power Play, has recently posted an update about the lack of progress done with C&C Power Play recently. I usually do not post this kind of news, but this is an important warning for those who are modeling 3D models with Blender 4.0 and the W3D Plugin: it seems that you need to use an older version of Blender to keep using the W3D plugin, at least until an update is not released.

For those unaware, C&C Power Play is a total conversion modification for Command & Conquer Generals: Zero Hour. It comes with 5 original factions (Vulkan, Fulgura, Lamina, Solisia and Demons) and several new units and gameplay quirks to deal with. Here is what was shared about it:

Quote:


Hello, it's your boy, NeverLoseGuy, or just Guy, and I have an update to share with you. No, it's not a sneak peek this time, and I'll tell you why in a second.

In the past few months, there have been ups and downs in my creative brain juice, which is one of the reasons why it's taking so long to even update all the aesthetics of the units and command centers, let alone the fact that there are 40 models if not more that I have been working on in order to bring it up to an acceptable standard I have in mind (which that in of itself is also a problem but that's not important).




^ That's just me struggling with models and textures.






But more importantly, there seems to be an external issue that is beyond my control. Recently, Blender has been updated to 4.0, and in doing so, it ended up removing certain properties that made the W3D plugin made for older versions unusable. Because I already made work and edits in the newer version, going back to 3.9 or earlier could pose a risk of corrupting the files (as if the aforementioned removed properties aren't an obvious clue already).



As you can see, one of the developers working on the plugin pretty much said so himself, and as further proof, I have tried using it myself but to no success. Given there seems to be no indication of when it's going to be updated, this pretty much makes it impossible for me to progress with the visual overhaul, thus halting the progress of the new update entirely.

But...

It's also important to take into consideration that the internal version (I will call it 1.6 for now) brings quite a number of changes both to the visuals and the gameplay itself, namely how things will be much faster in pacing, and new features that may significantly impact the way the mod is played out. From what I recall, the current version is relatively stable (for the most part) and as such, the idea of updating this mod to 1.6 isn't (or rather, shouldn't) be a decision to be taken lightly. For a long time, I had this feeling in my mind that it's an obligation to update this mod to 1.6, but given what I said earlier, it's not really a feasible mindset to have. Maybe it's just an excuse not to work on this for an unforeseeable future, but nevertheless, the saying "if it ain't broke, don't fix it" may still hold weight in this context.

Feel free to leave what you think about all this, but one thing is clear: this mod will not likely be updated for a while, at least until the plugin is updated to Blender 4.0. The main roadblock that prevents this mod from being updated.


You can check more information about C&C Power Play by visiting the Content at PPM Community, and ModDB Profile. And this is all we can offer for today regarding C&C Power Play!


Key Words: #News #Generals #ZeroHour #CnCPowerPlay 

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