I can help a bit with that. Do you have a list of components you need?
Also, I've only been "sort of" following this thread. Do you have a defined method of what and how you want the components to be created?
Thanks, any help would be very much appreciated.
First, what I do have (and don't need help with), is everything that's in Vargr's Elven Map Compilation, that is Bartholm, Stirk, Elsweyr, New Roads and Bridges Revised, Castle Dunkerlore, West Roads, Leyawiin Reborn and The Imperial City of Sutch Reborn - all colorized for the Elven Map.
What I need, are two things:
1. New map components for mods that alter the terrain enough to be visible in the world map.
2. The above map components for other popular map types
New map components is the most difficult of the two, and also what I have least skill in creating (as I've never created a map before, but is relatively handy with GIMP). I guess some of the UL mods are the prime candidates, especially those that goes beyond the border of Cyrodill, and those that add rivers and/or roads. So River Ethe with its new river, and Brena River Ravine with its ravine, and much of terrain outside Cyrodiil are mods I would like to see map components for. I guess the easiest route is to do the following (written from memory after having tested this once a few weeks ago, so not an accurate description):
1. Load the CS with the relevant mod loaded
2. Choose the command to generate local map, and choose the cell borders that are just big enough to encompass the mod (check UL's grid map for the borders)
3. Wait a looong time until the CS has generated one .dds image for each cell. Use GIMP (or another graphics editor like Paint.Net) to combine the cells needed.
4. Paint the water/river in the cells with blue. According to washington, the still water becomes blue by placing some water texture as Textures\water\Water00.dds - otherwise it becomes pink, but it is easy enough to change the pink to blue afterwards. Running water is more problematic, since they use running water meshes that are ignored by the CS when creating those local maps, so it has to be painted afterwards.
5. Scale and cut the map component to fit onto a normal-sized cyrodiil world map
The pre-release thread found http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker/ is a good reading, as much of it is a discussion about how to create map components.
Now, I would be more than happy to get anything following steps 1-4 above. I am able to scale, cut and fit the components well onto the map myself, but don't have time (nor yet the skill) to do much map creation job. And when I first have them in the style of the local map (http://www.tesnexus.com/downloads/images/2781-1-1211918267.jpg how a map in that style looks), converting it to vanilla map, or even Elven Map is a relatively easy job.
When it comes to converting the Elven Map components to other map styles, the job is relatively easy, and partly exist already, so it is more a matter of getting permission to cut and use the existing maps. But creation of map components for UL (or other) mods that make distinct alterations, would be most welcome.
On another note, I coded a bit on the mod yesterday, and the mod is now able to handle map components that increase the size of the map by being placed (partly) outside the world map. So instead of a standard, bigger Stirk map, I only need the western portion added for a Stirk map, and then place that correctly (with negative x coordinate) in the ini file. So adding other provinces that are outside the borders of cyrodiil is not a problem and need no special care.
the same components for other map typesfor vanilla map, and any other popular map type (maybe