Updated the script with 2 new options to combine and split textures. I doubt this will be all that useful considering there are few games that I know about that use a grid of textures, but it's something I've wanted to do for a long time now just for the sake of doing, and with "Allow All Images" maybe it can have use outside of dolphin textures. Anyway, a short explanation below...
![[Image: 2GAd4LA.png]](http://i.imgur.com/2GAd4LA.png)
Not a real collection of textures, but for the sake of an example. Assuming here we have a grid of textures with 3 columns and 3 rows for a total of 9 textures.
![[Image: p2bD2jX.png]](http://i.imgur.com/p2bD2jX.png)
Using the new option "Combine Multiple Textures", they can be assembled into a single texture. The default path is where the textures reside to select them more quickly. The number of rows and columns is configurable. The textures can be selected by entering the row and column separated by a period or comma. I hope to someday add a simple GUI with buttons to select the textures....
![[Image: QME4Mw7.png]](http://i.imgur.com/QME4Mw7.png)
When the texture is created, a (.ctt) file is also generated. This stores the path to the texture, the number of columns, rows, and the names of every texture in the array.
![[Image: PRBDvme.png]](http://i.imgur.com/PRBDvme.png)
The CTT file is nothing more than a text document holding the information. Top line holds the path, followed by the rows and then the columns. The texture array order starts at the top left row going right across the columns, and descends into the next row when the end is hit.
The (.ctt) file can be loaded into the option "Split Combined Multi-Texture", which will automatically fill in all values. The path may need to be changed if the location to the texture has changed since it was generated. A (.ctt) file is not necessary to split a texture, only the path to the texture and the number of columns and rows needs to be configured.
![[Image: 2GAd4LA.png]](http://i.imgur.com/2GAd4LA.png)
Once again we have multiple textures. If the new combined texture has been retextured/resized it will not matter, the script calculates the new dimensions based on the number of columns and rows. It should be obvious though that the retexture should be resized by an integer factor or the resulting textures may come out at different sizes.
![[Image: 2GAd4LA.png]](http://i.imgur.com/2GAd4LA.png)
Not a real collection of textures, but for the sake of an example. Assuming here we have a grid of textures with 3 columns and 3 rows for a total of 9 textures.
![[Image: p2bD2jX.png]](http://i.imgur.com/p2bD2jX.png)
Using the new option "Combine Multiple Textures", they can be assembled into a single texture. The default path is where the textures reside to select them more quickly. The number of rows and columns is configurable. The textures can be selected by entering the row and column separated by a period or comma. I hope to someday add a simple GUI with buttons to select the textures....
![[Image: QME4Mw7.png]](http://i.imgur.com/QME4Mw7.png)
When the texture is created, a (.ctt) file is also generated. This stores the path to the texture, the number of columns, rows, and the names of every texture in the array.
![[Image: PRBDvme.png]](http://i.imgur.com/PRBDvme.png)
The CTT file is nothing more than a text document holding the information. Top line holds the path, followed by the rows and then the columns. The texture array order starts at the top left row going right across the columns, and descends into the next row when the end is hit.
The (.ctt) file can be loaded into the option "Split Combined Multi-Texture", which will automatically fill in all values. The path may need to be changed if the location to the texture has changed since it was generated. A (.ctt) file is not necessary to split a texture, only the path to the texture and the number of columns and rows needs to be configured.
![[Image: 2GAd4LA.png]](http://i.imgur.com/2GAd4LA.png)
Once again we have multiple textures. If the new combined texture has been retextured/resized it will not matter, the script calculates the new dimensions based on the number of columns and rows. It should be obvious though that the retexture should be resized by an integer factor or the resulting textures may come out at different sizes.
