I'll expand this as I get any feed back, as well as any
changes given time constraints...


Table of Contents...
-----------------------------------

I.	Version History
II.	Comments
III.	EXE Requirements
IV.	FAQ / Known Errors (Troubleshooting)
V.	FAQ
VI.	Story
VII.	Credits

===================================




I.  Version History
	0.5.0067 - Fixed: Overflow when clicking minimap
		 - Fixed: Goto Menu Jumping (cancel actually cancels now)
		 - Added: Something forgotten to be uncommented...
		 - Fixed: Mini-Map Saving Glitch (4 bytes are apparently important)
		 - Fixed: Updated some old code

	0.5.0066 - Fixed: When you Select "All GRFs" in GRF file dialog, it
			now shows all files instead of nothing.
		 - Added: Write Mini-map Button (No models though)
		 - Added: Mini-Map Write Options and palette selector
		 - Added: Preview for Palettes to GRF dialog
		 - Fixed: Fixed "Certain options not saving", 
			removed some excess redundancy
		 - Added: JPeg Loading support using intel lib. (preview too)
		 - Added: Support for "ilj.dll","ilj11.dll", and "ilj15.dll"
		 - Added: JPG to the "texture" tab options of the main window
		 - Added: Ability to add custom water types 
			(if the graphic "data\texture\\water#00.jpg" exists, #=0 to 2000000000)
		 - Fixed: A few minor errors
		 - Added: A few more status bar descriptions

	0.5.0063 - Fixed: An Error #5 with flipping thru models in main window
			(the name of the model is 2 or less characters)

	0.5.0062 - Fix for lightmap dumps
		 - Added Option to dump two BMPs instead of one

	0.5.0061 - 3d window added for cube editing (non-textured)
			- Reacts to actions from both mapper and main
		 - Switched back to old GRF.dll file (libgrf 1.3 too slow), called grf2.dll to avoid confusion
		 - Merged grfvb.dll into grf2.dll
		 - Patched the memory leak in grf2.dll
		 - Added Quadratic Ramping (connected and unconnected)
		 - A few extra tools to certain modes
		 - Added Import/Export of Lightmaps to 32 bit BMP file
		 - Added a Progress dialog (currently in Lightmap E/I and GRF parsing)

	0.5.0057 - Small fix for GRF loader
		 - Fix: A really strange bug in a statement that shouldn't have it
		 - More Statusbar messages in main
		 - Cleaned up some messy code
		 - Fix: A few typos
		 - Integrated tabctl32.ocx into the exe (will create/register if missing)
		 - different GRF.dll (libgrf 1.3)
		 - Model Viewing
		 - GRF bitmap preview
			
	0.5.0018 - Added a CleanUp Tab for tiles
		 	>Includes 3 functions for missing, doubly, and unused tiles.
		 - Added a "Clear Tiles" to the Edit(Tiles)" Menu
		 - Added option for VIEWING alternate charsets in the options
		 - Fix for loading a map with ZERO tiles
		 - Fix for mapper when setting model X or Z (Y would be doubled)
		 - A few minor things

	0.5.0017 - Adjusted how tiles drawn...
		 - A tad more speed in loading of GND
		 - Fixed a bug in adding an image
		 - Added Undo Support for Tile/Walkable/Lightmap Modes
		 - Fixed concept mistake with lightmap from R16
		 - Made Undo Enablable and Clearable

	0.5.0016 - Added a Clickable Minimap for the mapper
		 - Changed how lightmaps are drawn
		 - Added viewing of 2 lightmap types
			>Both the "bright" type and "color" type
		 - Added saving of some options for mapper
			>Grid, Minimap, lightmap, an coordinate selection
		 - Added Caching of GRF entries for GRF browser (and option)
                 - Added option of viewing files from a single GRF (instead of all mixed) in GRF browser
                 - Added 3 different coordinate displays
			>Block (the current default), GND and GAT

	0.5.0015 - More Mapper GUI edits
		 - Made the edit area larger
		 - Added status bar
		 - Fixed bug in Copy Tile
		 - Fixed bug in drawing border tiles
		 - Added Texture Area Display on texture with
			eyedropper(its the box on the texture)
		 - Added Jump to Cube/Tile in the Mapper Menu
		 - Sped up drawing on lower zooms a bit more
		 - Added Viewing of lightmap in mapper
			(not that its perfect yet)
		 - Changed how RSW "Verticies" are displayed
			in the main window

	0.5.0013 - Moved "Edit Mapping" button to top level
		 - Some GUI adjustments/additions/changes/etc...
		 - Added Maximize to the editor...(yeah finally)
		 - Sped up drawing for lower % zooms (like 10/20/30)
		 - Added: Won't draw complete grid for outside boundery
			>Should make it a bit easier to find the border
		 - Fixed some minor bugs
		 - Added a few loading options
		 - Made the 40 bytes in "Texture" Editable
		 - Saves Options on MORE than "on exit" now for IMPORTANT things (like GRF files, setups, options)
		 - Fixed a crashy on bad "write" file names (main)
		 - Fixed crashy if you delete the last model (mapper)

	0.5.0011 - The first verson released public (aka... 0.5 Revision 11)
	0.X.XXXX - Anything below 0.5.X
		 - Combining Projects RSW/GAT/GND
		 - Represenitive Graphical Editor (Its under the "Edit Mapping" Button)
		 - GRF support (for the most part)
		   - Won't crash if it can't find a texture
		 - Can load multiple GRFs (Topmost Loads first in list)
	

II.  Comments

>I'll expand more sections as their needed.
BEFORE you can load maps you must specify locations for
things like a data folder, GRF's (multiple), and a temporary
location for extraction.

You can ONLY goto "Path Config" or "Options" without loading
a map.

The Graphic Editor is now on the right of the main window...
Still has the title "Edit Mapping".

When saving you can choose to only save one of the three
files... the RSW (models), GAT (walkable areas),
GND (Tiles, Cubes, etc). Also you can choose a different name
for these files if you don't want to overwrite your origional.
Keep in mind i never did implement an "undo" so most changes
are perminent unless you don't save them and reload the file.
(An efficient and stable undo is currently in the works)

An option lets you also choose whether the RSW file can choose
which GND and GAT files to open, or have the editor just open
by common name.

To load from a GRF just click the "GRF" button next to then
assocciated "..." button.

Most data is open... so there will be some possibility of 
crashing your EXE if you mess with ??? or unknown data.
(Theres lots of stuff thats open and available to edit too)

No Sadly as of v0.5R11 I don't have a real name for it yet.

You can add and remove textures it'll adjust the file size.

"File Offset" can safely be ignored unless your a HEX nut but
my usefullness with it is done with being the graphical editor
is kinda less crazy in my opinion.

This works best currently if you take a preexisting map to
start with. 
(working on it generating a clean area from scratch)

Certain Tabs will not function if the editor did not load
the file for it... GND, RSW, GAT...
	(aka if GND don't load models can't be viewed)

You can open multiple of this EXE as well as "dump" the 
clipboard so you can move objects from one file to another,
just be sure to make sure the ground (Y-AXIS) is aligned
correctly.


The alternate to duplicating and creating new tiles, (for
walls with TileNorth and TileEast) is to use Unused Tiles
instead of creating new ones... Be sure "Summary Only" is
selected when using the check for unused tiles under the
cleanup tab otherwise it will auto-remove unused tiles.


With Mini-maps...  While it doesn't dump models (because I
haven't gotten that far in the editor), it can dump either
RGBA 32 bit bitmaps which you can palettize with whatever
image editor you'd like or select from the handful of
Options, experiment at your will...
(None)      - >Exports RGBA,32 bit (not RO compatible)
Halftone     ->Standard 216 websafe (hah!) colors
Octree       ->An tree balanced in color based on the image
H/L Fixed    ->A custom palette with emphesis on bright colors
(Import File)->Select a palette from a file (MS, JASC, or RO)
(Import GRF) ->Import a palette from a GRF file.
[Note: in all options, Index 0 is set to 0xFF00FF (the transparent color)]

Palette Basic Info...

MS: RIFF header, RiffChunkHeader, LOGPALETTE structure
JASC: Its a text File (by line); Header,Version,Num Colors, Colors R G B (to the number of "Num  Colors")
RO: 1024 bytes, RGBF; Similar to palpalEntry[256] of LOGPALETTE

**
Also... I take ABSOLUTELY NO RESPONSIBILITY for the use
or concept of this program, it shouldn't mess up your computer
but I'm not responsible if it does... leave all negativities
at the door and lock them out forever.
**

III.  EXE Requirements

Requires: grf2.dll, vb40032.dll, TABCTL32.ocx (this ocx self-creates), ilj11.dll (for jpg support)

Toss these together in the folder with the EXE...

GRF2.DLL:	Custom Dll, combination of my interface and grftool src (Application folder only)...
vb40032.dll:	Visual Basic Runtime Library (Windows\System32 folder safe)
ilj11.dll:	Intel JPeg Library (Required for jpg images)

Check "Known Errors" if you are experiencing problems loading...


IV.  FAQ / Known Errors (Troubleshooting)

>Sometimes when starting it will give a "File Failed to load"
message and fail to start... this is from TabCtl32.ocx...

A way around this would to open a Run box and type...
"Regsvr32", a space, and drop the file from windows explorer..

Ex: "RegSvr32 %SystemRoot%\system32\TabCtl32.ocx"

(Note: Version 0.5R57 and above will auto-create and register the file)


> When I load a map a tile i just created (or alternate tile) is black?

This occurs with duplicated tiles... (2 cubes using the same tile)
The first is loaded and the second is not...
You may also use the Check for doubly used tiles in the CleanUp tab.


> When pasting Unicode Text it may display ???? ...

This is still parsed by ansi in nature, the character sets are for
viewing only (ansi by default).

> When loading/editing a "NULL PICTURE" graphic is displayed instead...

This graphic is a dummy graphic for when a image fails to load or
is non-existant.

> What exactly is ramping...

In the graphic editor, this allows you to select a group of cubes and create
an automaticly leveled walkway.  This saves time in hand editing values like
if you want to flatten an entire piece of ground, or create a bubble in the
road.

> Error: "Run-time error "9': Subscript out of range"

This can pop-up for a variety of reasons, mostly array overflows.

When switching from an old version of the mapper to a newer one this may
occur on loading... Especially with the GRFcache... The resolution to this
version of the error is to delete the grfcache.dat file and restart
(will be auto recreated).


>Should I reorganize this file a bit to be easier to read...

Yes, its on my todo list...


>When I use custom Water values it doesn't show in the client.

The client is hard coded to use 6 values for the water table,
and uses modulus division if that value is higher...

Note: There is about 31 graphics per one water type all
water#@.jpg
@= 00 to 31 (constant cycling, in decimal,2 digits length)
#= your water number (in decimal, no special length)

To enable your client to use values higher than 5...
(in a hex editor)

Find:    8B 46 50 99 B9 06 00 00 00 F7 F9 52
Replace: 8B 46 50 99 B9 ## ## ## ## F7 F9 52

# = custom number of water


So say your custom water is 26... (use calculator for conversions if you don't know how)

26 = 1a (hexadecimal)

and placing it in the ## ## ## ## field makes it...

1a 00 00 00


For a larger example... say your number is 1056820

1056820 = 10 20 34 (hexadecimal)

This makes it...

34 20 10 00


V.  Story 

	After just getting into ragnarok a long while back
and having a want to easily create maps of my own.  I 
started when i saw the platnum/igun... but got frustrated 
on not being able to open any existing maps.  So thus 
adventuring into this map maker.  At first it wasn't much 
more than 3 seperate editors... GAT, GND, RSW.  At one point
they were merged into one unit (under GND being it had the 
editor).  Thus began working on a map (10/15/2005) and adding
features as i needed them and as well as when I had too many
unknowns.
	I'd have to say my biggest accomplishment would be 
"alter_nif" based on the niflehim map practicly recreating
it using only the landform layouts as a small template. Though
I still at the time of writing this lack full lightmap control.

(Enough of this for now... *Checks for sleeping Audience*)



VI.  Credits
[For the things that can't be done solo...]

GRF.DLL - from the OpenKore Library (libgrf 1.2)
GRF.dll - from GrfBuilder by MagicalTux (libgrf 1.3)
GRF.DLL - from grftool (r4646)
iljxx.dll - Intel JPEG Library

End_of_Exam for the excellent work on Igun...

Ximosoft (for his rolaboratory site)
	>I actually got some of the type descriptors from
	 The listing here.
	>As well as assitance with RSM and some openGL

VictorSan (From the eA/ASB forums)
	  (I would have never found out what those 
		U/V vectors did if he didn't give me the
		heads-up on the current GND findings he had)
neovanglist (Some Testing support)

r_sarvas from eA (www.neatocool.com) for posting version R11

blackhole89 (from eA) 
	>The Lightmap structure

toshiaki (From eA)
	>The Extra Data knowledge currently surfacing

And to anyone else I might have accidentally missed...
	(Drop me a line if I missed you...)


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