Quote Originally Posted by Estellios View Post
Playing devil's advocate here, but could it be that they were going for a "painted" look on metal? I know they had plans for stuff like metallic and patterned dyes so these might be intended to look uh... not-shiny.
Possibly, would be a waste of a great customisation system.

Quote Originally Posted by Nutz View Post
They're obviously the same shader and it's working just fine. .
Could be.

But with the Warwolf PvP gear it appears to be a specific shader effect and not the usual specular effect which seems to be almost completely defeated.

However I could be wrong the shader effect might remain and simlpy be dampened by a new colour layer (still very odd however, technically the new layer should defeat it completely)

Quote Originally Posted by Nutz View Post
What's really strange is the gold trim is consistent across undyed and the two colors shown. They're obviously the same shader and it's working just fine. Even though the dye system should only require swapping out the color map I think it's an artistic one (inconsistent and ineffective textures being used with dyed armor for no apparent reason).

There's a very high potential that this has been done deliberately, which would be very VERY silly. As it would completely defeat the purpose and flexibility of the dye system, most certainly it's not a technical limitation, that wouldn't make any sense (thankfully).


So there's a potential that this is the issue but very unlikey, so take everything I've said here on with a pinch of salt.
My 'theorycraft' so far is material layers;
*Pending this is how they do it.

> Shader Effect
> Specular Map
> Normal/Bump Map
> Diffuse Map [Base Colour]

So essentially what I /think/ is happening is this;

> Diffuse Map [Dye Layer]
> Shader Effect
> Specular Map
> Normal/Bump Map
> Diffuse Map [Base RGB Colour]

This doesn't make sense however in that the new diffuse layer should defeat the specular/shader effects. Odd.