I can't think of a reason why it wouldn't work. I didn't artificially tie the method to 32 textures (although I didn't test above 32 either).
The prerequisites are:
- The auto-arrange option must be enabled.
- Number of textures dropped must match number of nodes (in this case 64).
- One row and column of duplicate pixels exists on the edges between textures.
I've been trying to dump the textures in the castle courtyard, but I'm not getting 64 of them. Once I figure out what's going on I'll see if I can get the auto-assemble to work for these too. I will say it could be failing if two textures have identical pixels along the same edge, which doesn't seem impossible given the amount of blue in these textures.
Before I can really test it/work on it, I need to build all the samples that I usually do (like this). This gives me a physical reference as to what I'm trying to accomplish.
The prerequisites are:
- The auto-arrange option must be enabled.
- Number of textures dropped must match number of nodes (in this case 64).
- One row and column of duplicate pixels exists on the edges between textures.
I've been trying to dump the textures in the castle courtyard, but I'm not getting 64 of them. Once I figure out what's going on I'll see if I can get the auto-assemble to work for these too. I will say it could be failing if two textures have identical pixels along the same edge, which doesn't seem impossible given the amount of blue in these textures.
Before I can really test it/work on it, I need to build all the samples that I usually do (like this). This gives me a physical reference as to what I'm trying to accomplish.