Note how the undyed edges stay shiny. Also, an interesting feature about this armor is that it seems to turn more silvery in sunlight when undyed.
But anyway, like Shioban said, it's low priority but nice to have.
I still find the old look to some of the original artifact armour in 1.23 better.
I still have videos/screens from 1.23 where Paladins, Monks and Dragoons actually looked like they were wearing metal but at a beastly rendering cost. Some of the new Myth armour is terrible for this, the White Plastic Paladin Armour is (eugh)
But as a compromise for performance originally in 2.0s development which is completely understandable but thankfully not beyond repair.
That is a strange reason for doing it if it is deliberate (this is a fantasy world after all, conforming to this real life constraint would be a huge waste of the dye system.I noticed this issue the very first time I tried applying dyes, and pretty much stopped using it since (not to mention you can't get some colours, or there is no actual black....)
It is easier to notice this with plate armours (GLA, MRD, PLD, WAR), like Cobalt Cuirass where the majority of it is shiny and all.
I always believed the reason for this is something like putting paint on cars - thus the shiny goes away. ;9
However a good point!
The effect of the real-time reflections we had in 1.23 were gorgeous (as I previously mentioned) but sadly have a stupidly high rendering cost if done wrong (alá 1.23).I hope this isn't due to some unfortunate technical limitation. I mean, they went out of their way to actually build this system from the ground up. Seems like a waste to be unable to keep the specular gloss.
Maybe that's a fix that can come with DX11. They where talking about being able to use new shaders for it.
If they actually considered adding it in for the DX11 client (even though this is a DX8 shader if not even earlier I don't exactly remember) that would be amazing.
To be crass, "balls to the wall" in terms of graphical requirements for the DX11 client would make me and a ton of other people very happy (seeing as its optional, why not do it as a future investment when the world of average hardware shifts )
(And also thank you for the support!)
And I've added this to the OP! [Credited]
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. It would appear that when dying certain armors (no idea personally how far reaching the effect is) the game uses specular, color, normal, and/or some other maps that are incomplete or inconsistent with the undyed levels. Even though the dye system should only require swapping out the color map (which itself should be made by filling one color with another if you do a lot of layering in PS) they seem to have produced more maps than needed and made them poorly to boot. I'm not sure it's a technical problem at all. I think it's an artistic one (inconsistent and ineffective textures being used with dyed armor for no apparent reason).
Possibly, would be a waste of a great customisation system.
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)
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.
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