So I do understand that Dyndolod combines textures for the lods to save optimization and performance. Is there a way to get the program to allow the models being generated to be allowed to use their original singular textures? To were if In nifskope I click one mesh or trishape, then look at it's texture path and it's pointing at the original game texture, Instead of the new ones generated by Dyndolod.
The reason I'm ask a lot of weird questions is I'm using Dyndolod to smash together meshes in a mod I'm working on that uses a lot of smaller objects. Using Dyndolod is allowing to then use the full mesh of each object merged into a singular nif or bro file. I then use this file in blender edit and edit it to where it is its own model. But it would save time with some editing if I could find a way for Dyndolod when generation begins to use the original textures or .dds files instead of it merging them together and using its own. The meshes I'm making are large and cover a large area. Doing it this way saves a lot of time. So I'm curious if this can be done using Dyndolod.
Question
1990srider
So I do understand that Dyndolod combines textures for the lods to save optimization and performance. Is there a way to get the program to allow the models being generated to be allowed to use their original singular textures? To were if In nifskope I click one mesh or trishape, then look at it's texture path and it's pointing at the original game texture, Instead of the new ones generated by Dyndolod.
The reason I'm ask a lot of weird questions is I'm using Dyndolod to smash together meshes in a mod I'm working on that uses a lot of smaller objects. Using Dyndolod is allowing to then use the full mesh of each object merged into a singular nif or bro file. I then use this file in blender edit and edit it to where it is its own model. But it would save time with some editing if I could find a way for Dyndolod when generation begins to use the original textures or .dds files instead of it merging them together and using its own. The meshes I'm making are large and cover a large area. Doing it this way saves a lot of time. So I'm curious if this can be done using Dyndolod.
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