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Qt WorldBuilder (Zero Hour)

A modern Qt port of the Command & Conquer: Generals — Zero Hour WorldBuilder map editor: a full MFC→Qt inversion of the original tool, keeping the classic workflow while replacing the aging MFC UI with a native Qt front end.

Grab WorldBuilderZH-Qt-*.zip from the releases page, unzip it, and run WorldBuilderZH.exe from inside a Zero Hour install. The Qt runtime is bundled — no separate Qt install is required to run it.

Running

WorldBuilder loads game data from its own folder, so it must sit inside a Zero Hour install (it SetCurrentDirectorys to its own exe folder at startup). Unzip the release into your Zero Hour directory (or copy the exe + the bundled Qt DLLs there) and launch WorldBuilderZH.exe.

You must own the game. The C&C Ultimate Collection is available on EA App or Steam.

New usage

The Qt WorldBuilder adds a batch of Script Editor quality-of-life features — live tree search and state filters, F2 rename / Ctrl+D duplicate, a fuller right-click menu, copy/paste of conditions and actions between scripts, clickable reference links (including jump-to-entity in the 3D view), a find/replace bar for renaming parameter values across all scripts (or just the selected one), and a repair flow for maps from other mods: clickable [Missing] object references that jump to the broken condition/action, with the object picker auto-suggesting the closest existing name.

See ScriptEditor-QoL-Guide.md for how to use each of them, with a worked example.

Building

WorldBuilder is a 32-bit app built with Visual Studio 2022 (MSVC v14x x86), Qt 5.15.2 32-bit (msvc2019), Ninja, and CMake 3.25+. The Qt build is off by default — a plain configure gives you the classic MFC WorldBuilder; enable it with -DRTS_ENABLE_WORLDBUILDER_QT=ON.

See QT-BUILD.md for the full step-by-step setup, the Qt install options, the CMake preset commands, runtime deployment (windeployqt), and the optional keyboard/focus debug facility.

The dialogs' layouts live in Qt Designer .ui files — see qt/UI_FILES.md for how they're split from the C++ logic, which dialogs are only partly editable in Designer and why, and the gotchas to know before editing one.

Quick version (inside an x86 MSVC environment, vcvarsall.bat x86):

cmake --preset win32-internal ^
  -DRTS_ENABLE_WORLDBUILDER_QT=ON ^
  -DCMAKE_PREFIX_PATH="C:/Qt/5.15.2/msvc2019"

cmake --build --preset win32-internal --target z_worldbuilder

Output: build/win32-internal/GeneralsMD/Release/WorldBuilderZH.exe

About this repository

This is a fork of the open-sourced Command & Conquer: Generals + Zero Hour source. The work here is focused on the WorldBuilder Qt inversion under Tools/WorldBuilder; the rest of the game engine and tools sources are carried along unchanged as the WorldBuilder's build dependencies.

Building the full game/tools from source requires several third-party SDKs (DirectX, STLport, Miles, Bink, GameSpy, ZLib, and others) that are not included in this repository. Those are only needed for a from-scratch source build — the release download is a ready-to-run binary.

License

This repository and its contents are licensed under the GPL v3 license, with additional terms applied. Please see LICENSE.md for details.

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WorldBuilder (C&C Generals Zero Hour map editor) with the full MFC->Qt inversion port

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