If you made these as Items (which i think you did) you could use them for easy permanent labeling deco, Distribute a version of your art.mul with them to your staff and a version without them to your players. Then only your staff could see the custom label items.
Here you can see the mountain folder, Within the folder is "rex-mountainele..." which is the elevation data i originally used in the map generation BMP. It has nice concentric rings greyscale from dark to light which give the area some depth. The next layer down is a full brown color accross the...
I'm not sure how to do this, but I will look into it. For the cloth map, the areas are all mostly generated automatically like swatches. It's the towns and houses that I've had to draw manually. We plan on selling real cloth maps when our server gets closer to launch. I've been looking into...
I've also done some work recreating our map in the style of the UO cloth map. Here are a few smaller pics of the cloth map.
The attached file is the full map.
We've been working on a custom map for our server. It was created using the BMP through Dragon_Imod13 method. We first worked on creating the swatches for each type of area. Which means customizing the types of statics that would be generated in a given tile type. trees for forest, jungle trees...
As an alternative i've used "export to CSV" from the UOFiddler tiledata tab, then with the two TileData.mul files that I want to compare and then use WinMerge. Then use Import CSV, and save.