The aforementioned dyes are absolutely terrible at mixing with other dyes. They become terribly faded out, or just create absolutely raunchy colors. Also, for some armors, it seems that there will be little to no noticeable difference between Red and Orange dye, or Orange and Yellow dye, and especially so when mixed (the dyeable festival masks, however, seem to be an exception to these rules, and dye combos you use on them will often yield much different colors than on most armors).
While we're at it, it should be mentioned that using multiple copies of the same dye will often result in a different color or shade, but we are told that this is unacceptable. If using one Green dye on an armor looks different than using two Green dyes, it seems a little silly to not have the option to use two.
Fix these, please?
Fix the Dye System - Red, Orange, Yellow, other stuff
1 pages • Page 1
The multiple dye system works fine in my opinion.
The only strange thing in the system is that a single dye colour works differently than multiple dyes. (A single dye always produces the pure colour of that dye, while with multiple dyes the colour of the armour itself also counts in the result)
An expensive solution would be to allow multiple of the same colour dyes.
The only strange thing in the system is that a single dye colour works differently than multiple dyes. (A single dye always produces the pure colour of that dye, while with multiple dyes the colour of the armour itself also counts in the result)
An expensive solution would be to allow multiple of the same colour dyes.
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There's really no reason the dye system needs to be so cryptic.
Even something like an in game chart with the spectrum of colors, or a wide selection, where you would choose your color and it would tell you what dyes you needed to mix.
Or.
Even better, make the dye trader a dye mixer. So, you just choose a color and he makes it up for you.
Even something like an in game chart with the spectrum of colors, or a wide selection, where you would choose your color and it would tell you what dyes you needed to mix.
Or.
Even better, make the dye trader a dye mixer. So, you just choose a color and he makes it up for you.
As far as I can tell, the dye system does not dye the skin before being applied to the item. It seems to colorize part of the image after the items is rendered, as if the image was a 'color by numbers' picture. This method is used mostly in 2D games, and I rarely see it in 3D ones.
I don't now what advantages that may have over dying the textures before applying them to the item, and I don't know if the dye system issues are caused by this weird way of dying.
Whatever the cause, truth is that the dye system sucks now:
- Items may be crafted dyed gray, but they keep the base color under them. Eye of the North armos have a shiny red as base. That may have been theoretically done to make the dye system work on them (in a 360 degree hue scale red is considered to be 0), but the theory doesn't always match the practice.
- The base color gets mixed with the dyes when adding two or more dyes with some armors. That's why "red+red" doesn't look like just "red" in most armors, even if it should. The base color gets partially in the mix as if you were adding the long lost dye remover.
- Same combination of dyes may have very different results in different items. That is a problem specially in items of the same profession. Again, slightly different base colors seem to be the reason. For example, the primeval ranger armor has a quite dark brown as base. The Shing Jea armor has a very light one.
- When zoomed out the item may not be dyed correctly, and the base color may appear from under it as patches of color and colored aliasing in the edges (it happens a lot with many EotN and some nightfall armors).
I though that it could have been my videocarcd, but I tested others, and it's not. It's the dye system. It's messed up. The 'better teture filtering' doesn't help much either.
So, either they fix the dye system to ignore the hue and saturation of the base color and use only brightness (that is, just colorize) or they change the skins to have a raw base (white cloth, pale brown leather, gray armor)
And either, way, it shoukd do it correctly, without leaving patches and aliased borders.
I don't now what advantages that may have over dying the textures before applying them to the item, and I don't know if the dye system issues are caused by this weird way of dying.
Whatever the cause, truth is that the dye system sucks now:
- Items may be crafted dyed gray, but they keep the base color under them. Eye of the North armos have a shiny red as base. That may have been theoretically done to make the dye system work on them (in a 360 degree hue scale red is considered to be 0), but the theory doesn't always match the practice.
- The base color gets mixed with the dyes when adding two or more dyes with some armors. That's why "red+red" doesn't look like just "red" in most armors, even if it should. The base color gets partially in the mix as if you were adding the long lost dye remover.
- Same combination of dyes may have very different results in different items. That is a problem specially in items of the same profession. Again, slightly different base colors seem to be the reason. For example, the primeval ranger armor has a quite dark brown as base. The Shing Jea armor has a very light one.
- When zoomed out the item may not be dyed correctly, and the base color may appear from under it as patches of color and colored aliasing in the edges (it happens a lot with many EotN and some nightfall armors).
I though that it could have been my videocarcd, but I tested others, and it's not. It's the dye system. It's messed up. The 'better teture filtering' doesn't help much either.
So, either they fix the dye system to ignore the hue and saturation of the base color and use only brightness (that is, just colorize) or they change the skins to have a raw base (white cloth, pale brown leather, gray armor)
And either, way, it shoukd do it correctly, without leaving patches and aliased borders.


