i^love^mixery
7 years ago
Some of you may or may not have found out that you can make the Worldbuilder use a custom resolution by going to the file...

C:\Users\###User###\Documents\Command and Conquer Generals Zero Hour Data\Worldbuilder.ini

...and changing these values:


Width=2560
Height=1310

Some of you may or may not have noticed, that the worldbuilder does not correctly scale Waypoint Labels in maximized window mode. The more you zoom out, the bigger the offset between waypoint and label, like so:

UserPostedImage


Fixing this is a little tricky, so have a guide:

Step 1:
Find out what your windows menu scaling options are:

W10:
UserPostedImage

W7:
UserPostedImage


Step 2:
Make a screenshot witht he Print Key, paste the picture into MSPAINT and measure with mspaint how big the W3D area of your worldbuilder application actually is in maximized mode:
UserPostedImage

Step 3:

Take these two values and devide them by the windows scaling.



EXAMPLE:

1920x1080p screen

The W3D Area has a width of 1920 pixels and a Height of 952 pixels.

The windows scaling is set to 150%.

1920 / 1,5 = 1280
952 / 1,5 = roughly 635 pixels

So changes the values to this:


Width=1280
Height=635


Close the worldbuilder before making changes to the Worldbuilder.ini, enter the calculated values, safe the changes, start the worldbuilder and be happy!
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SkyMix_RMT
7 years ago
EDIT: (pls read below, mistakes were made)

No one should use world builder maximized, first of all the object properties window is blocking what you "maximized" and second of all the resolution stays the same meaning that it will look pixelated and stretched, making things out of proportion and thus making it harder to make things symmetrical.
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i^love^mixery
7 years ago
It doesn't look pixelated and is not stretched if you follow the guide. The result is perfect. Also, your area of operation is larger as all of your screen is covered in "map", so you reduce the impact of the Object Properties Window pretty much to zero.

This is an uncompressed image of worldbuilder in 4k 16:9 (2560x1310, scaled by factor 1.5x)
https://mega.nz/#!INlywIBZ!EZYrWqce1TmtKlGCv-QPtU9WnEovUFsnjFclyni3eR4 

You will also notice that the Object Properties Window is tiny in higher resolutions.
SkyMix_RMT
7 years ago
crap!

my bad, I read the guide wrong!

You made the window size the same resolution as if it were to be maximized so when you maximize it doesnt change resolution it just fits it in the screen.

sorry 😶
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My Youtube Channel  (Inactive)
World Builder Community Discord 
Pasha
  • Pasha
  • 50.25% (Neutral)
  • Captain
7 years ago
I have made smilar change on my worldbuilder.ini.
It helped a lot for my eyes ;)

Win10 and My screen resolution is 2560x1440
Results are as follow;

ScreenShot 2560x1440 
worldbuilder.ini 
i^love^mixery
6 years ago
Sky found out some additional info about this:

If your custom resolution differs from a 4:3 aspect ratio, the custom resolution will cause distortion of the W3D area, effectively stretching things. The more your custom resolution differs from 4:3, the more it will distort.

1024x768 (4:3):
UserPostedImage

Custom
1366x768 (16:9):
UserPostedImage

Custom
1000x200 (5:2):
UserPostedImage



I find the worldbuilder still fairly good looking with 16:9.

What you still can fix with this guide is the name labels being way off their waypoint's position.

If you want to stick 100% true to the original visuals, set the worldbuilder to a custom 4:3 resolution and use it in windowed mode. Or set your monitor to a 4:3 resolution / buy a 4:3 monitor for the sole purpose of using worldbuilder in fullscreen mode without distortion 😉