Found this txt in my graal folder
GMAPs Howto Gmaps are files that contain information about how to links many single level files (.nw) to a big map that seems like one level in game. This makes it possible to have a map that shows all player on the same island or area as yourself, and removes restrictions on what NPCs can do caused by the seperativity of each level. Earlier this was done through .txt files merely containing a list of levels, and the setmap command, but this lacks many of the features the gmap way provides, and thus shall not be used anymore. Many playerworlds probably still use the old way, but this is merely because of the difficulties that make it hard and error prone to convert a whole 'game' to a new format. Gmaps, if not handmade, are created by the level generator that is installed through Graal's setup.exe along with the Windows version of the game. To my knowledge, for Graal's versions for other operating systems there is currently no device that creates levels or maps. Gmaps can also hold height information that are used by the Graal engine to display levels in a three dimensional looking way. The height information is mainly created by the level editor and the mystical "Terrain Generator" programs that allows creation of whole islands, but is only available as a leaked .exe file. Gmaps are plain text files, and all gmaps as of now start with the string GRMAP001, followed by a newline. Then, in each line, a 'command' is given, usually in capital letters. Parameters to those commands are put into the same line after a whitespace. Some commands are in fact lists, which have nothing in their line, but which treat all following lines as their parameters until they see themselves followed by 'END' without any whitespace again. To learn about all that, in addition to reading this tutorial, I recommend to check your 'maps' subfolder, and have a look at some PWs' gmaps. I receive my knowledge of no other source than that. WIDTH, and HEIGHT, followed by an integral number Dimensions of the whole map, given in single levels. If given incorrectly, these can break the whole map, thus be careful. GENERATED, followed by a level name Gives the last, or bottom right, level that was generated if the gmap was created along with a whole set of levels using a device such as the terrain generator. LEVELNAMES, followed by a list of levels, and terminated by LEVELNAMESEND The list of levels that are part of this map. Each 'row' of levels goes into one line, seperated by commata. There is no commata at the end of a line. MAPIMG, followed by a PNG file name The image file that is to be used as the map that players see if they press their Map key. MINIMAPIMG, followed by a PNG file name The image file that is to be used as the mini map in the bottom left corner of one's screen. NOAUTOMAPPING, uses no param Disables the assembly of automagical screenshots into a map that is drawn over the MAPIMG image. GENEVENBORDERS, followed by true/false GENSEED, followed by a big number used to seed randomness GENBASE, followed by a height value GENHEIGHT and LEVHEIGHT, followed by a height value GENCHAOS and LEVCHAOS, followed by a number between 0 and 1, I think, exact to 1/20 HEIGHMAP, followed by a list of height values for each level ordered similar to the LEVELNAMES list, terminated by HEIGHTMAPEND RANDOMSEEDS, followed by lots of big numbers, probably ordered similar to the LEVELNAMES list, terminated by RANDOMSEEDSEND The random numbers generator is seeded with these to render the terrain in a 3Dy way. The borders of gmaps are defined by the global map attributes, but for map part heights a row of random numbers is used. The seeds are constant so the terrain looks the same all the time, and there are many of them so it is possible to take a rectangle out of the map and still display it corretly, which would not be possible with one global seed. LOADFULLMAP Stefan optmised gmap loading so parts are only loaded when they are needed, and afterwards they are removed from memory again. If you put this line, that will be disabled and the full map with all levels will be loaded at once. LOADATSTART, followed by a list of level names, terminated by LOADATSTARTEND The level names given here are not subject to the optimisations above. Now, imagine you have a gmap and a set of levels and want to actually use it on Graal. The main thing is to load it by using the clienstide script command loadmap, which takes the name of a gmap as a parameter, without the .gmap extension. This is usually done by a NPC Weapon that each player has, like -System, or -Initialization, and as Stefan loads all gmaps as soon as a player connects to the server, I suggest you do so too. This will enable the engine to assign levels the player enters or sees. Levels must still have link areas to each other in order to move on the map. But as you are going to use the gmap on your playerworld, you need to make it available for players to download, by putting it inside the levels/ folder hierarchy using the RC's file manager, and adding it to the folder configuration as mere level; level *.gmap, for example. It is neccessary to additionally register it as file in the folder configuration, but there is no gmap category to put it under. To make the NPC Server aware of your gmaps, you need to list them in the server options too. Add a new option gmaps= followed by a comma seperated list of names without the .gmap extension. If your line gets too stuffed, you can as well use multiple lines, as long as you prefix each one with gmaps=. The entries in each lines will be added, and not replace each other. TODO: Make up sensible order for the commands. Probably should ask Stefan about those: How obsolete is it to use all of WIDTH, HEIGHT, GENERATED and LEVELSLIST? MAPIMG and the like: Omit or put -?