Okay, I know a lot of people probly didnt even know UOAM (UO Auto Map) can work with a custom map, but the fact is, UOAM generates its map directly from the Map and statics files in the UO folder. It does not care whats on them, or verify that map to an OSI map, or anything likt that.
Anyway, Im sure many of you have used UOAM before on your custom map, and noticed that there is always some little bits and pieces of the OSI map still showing. This is because UOAM also reads the "dif" files. These files hold small patched areas that OSI has made. When they change somthing in the map, they use the dif files to patch the client folder. They are smaller, so when players patch, they dont have to download an entire new Map file.. I have a Blank set of these files, that will allow you to generate a clean Image of your custom map on UOAM.
** Also, this will solve any trouble with the EMU's that read these files, and place these bits of map and statics on your map, in game**
You can get these files here
Replace the ones currently in the UO folder with these..
There are 8 total files in all, so It might not be somthing you would want to make all your Players change, But it will allow you to work on your map (if your EMU shows these map areas of OSI) without these areas interfearing
Hope they help someone out.
*Addition*
For anyone using the RunUO EMU, you can simply disable the server from reading the diff files, rather than making players patch these files. This will keep the map from using these patched map areas of the OSI map's, although anyone trying to use UOAM will still get these areas showing on there.
You can search the forum here for "TileMatrixPatch" for the simple code script I have posted for this disabling.