GAF Builder 1.1
Copyright (C) 1998/1999 by Kinboat
Written by Kinboat

Updated for Total Annihilation Kingdoms by Alan (aka Bluemark)
All Email about GafBuilder to be sent to AC@bit.net.au;AlanCroll@hotmail.com
Select the whole address, it will send a copy to my hotmail account which,
I can access from school, I don't have any net-time at home left. =(

Installation Notes:
 
You may want to backup all your gaf-builder files, to do this create a directory
such as: Gafbuilder\backup and copy all the files there. Then Copy this version to
your gafbuilder directory (and overwrite) all the files when asked. It should work
as a new installation though.

Notes:

When opening a gaf file another dialog box will ask you for the palette:
If it is a TA gaf, then select the file TAPalette.dat in the gafbuilder directory. 

If it is a TA:K texture, then select the file TAKPalette.dat in the gafbuilder directory.

If it is a TA:K animation, when decompressing using HPI-VIEW, decompress the PCX file with the same name,
(it contains the palette). When you open the TA:K animation, it will ask you for the palette, select 
the PCX file.

If you export to BMP's, it saves it using the proper palette (if the palette was loaded properly). Ready
for viewing in any graphic program.

Okay, you currently can only create a new GAF if you first, create the pictures in a graphics program then
you have to, export the palette, create a new pcx file (any size pref 1x1 8-bit), import the palette, and save 
this in the same directory you save the 8-bit bitmaps to. Start GafBuilder, select your palette, (note:
by clicking cancel it automatically loads the TA-Palette), then import the frames.

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Watch out for more stuff by Alan (aka Bluemark).

Thanks to:
-Blackthorn ( for some motivation into doing this stuff )
-Kinboat ( for all this neat source code )
-Joe D ( telling me about TAkingdoms implementation of Palettes )
-Knobby
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