The
Spawn Editor I posted is exactly what (or someone) would make this task much easier.. It works as is, the only real broken part is the TansServer portion that links the Editor UI to the Game Client.. That part allows you to import and export spawns into the game world as you are creating or editing them, and a few little things like that, that are interactive between the program and the Staff Character in game who is using the Editor.
What I do in this kind of situation is open the Spawn file with a good XML editor ( VS in my case ) and section out areas into individual files, then load the single or portioned area files into Spawn Editor to edit. The spawners have a unique ID number, so there is not much to worry about in way of duplicating spawners in the game. It will delete the existing spawner and replace it with the new one that you import. Im sure you know this already though.
Its not a big deal about the Trans Server.. it just means you need to take a couple extra steps to import the spawn files.. Besides that, the Trans Server will link the UI to your game character, and track your players movement and transfer the spawning commands from the Editor to the Game or your Character. Without it, you just have to save the file when done, copy it over to the Server's Spawns folder, and type your import command by hand, where the TransServer would handle that for you. It would also allow you to load all in game spawners by the push of a button, when connected with TransServer, for fast on the fly editing..
I am still waiting for someone with true C# knowledge to come forward to have a look at the source and try to fix it. Maybe even clean up a couple areas on the GUI... And who knows, maybe even add in a couple more things that relate to the current XML spawner.
If you or anyone needs a hand setting up the Spawn Editor, I can try to assist in that too. It is not complicated, but does require a couple manual steps to setup.
I am going to be also wanting to get the OSI maps for Tram/Ilsh/Malas/Tokuno/TurMur spawned accurately pretty soon, and if no one else has refined them by then, I will post what I end up with.
One issue though with OSI accurate spawns, is the fact that all the OSI shards have a slight variation to the spawned world. So one person that played on Catskills will have a different idea to the accuracy than a person from say, Europa. We must keep that in mind.