All three versions of the Asuran spectacles should be dyable. For the thin and regular specs, the rims would be effected, while the tinted specs would receive a light version of the color applied to them, ie pink would create rose colored shades and black would just make the specs even darker, allowing those who wished the tint to be darker to begin with the option to do so.
A simple suggestion, could probably be done with relative ease. Who's with me?
Spectacles: Dye Options
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I think they already answered this when telling why the blindfold could not dye.
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
I bet they say the same in response to this.
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
I bet they say the same in response to this.
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Originally Posted by Mork from Ork
I think they already answered this when telling why the blindfold could not dye.
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said. I bet they say the same in response to this. |
They can't, won't, and don't even want to think about fixing it.
There's about 3 or 4 locked threads with Gaile's response floating around Guru... Or you could always just go hit Wiki.
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Quote:
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Originally Posted by Mork from Ork
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
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My assumption about the implementation of the class-independent headgear is that there are actually 8 different items, one for each class. We only get to see one at a time because ANET is using the filter implemented with prophesies so that we only see armors for our current class. I made this assumption because it seems the easiest way to do things because it relies on well tested existing code.
Under that assumption, the only difference between the class-independent headgear and class-specific gear is the +1 to applied runes att thing. To me (with no knowledge of the actual implementation) this seems like it should be separate to what the item looks like, so it shouldn't be causing a problem.
/signed


