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  1. #1
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    Shio Ban
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    Twintania
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    Conjurer Lv 90
    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.
    (1)

  2. #2
    Player
    Gramul's Avatar
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    Mar 2011
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    Ul'dah
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    Eisen Gramul
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    Hyperion
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    Blacksmith Lv 90
    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.
    (1)

  3. #3
    Player
    Hali's Avatar
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    Dec 2013
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    100
    Character
    Hali De'blois
    World
    Excalibur
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    Lancer Lv 60
    Thoroughly support this!
    Immersion man! Immersion!
    (1)

  4. #4
    Player
    Estellios's Avatar
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    Yoso Carrasco
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    Hyperion
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    Monk Lv 77
    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.
    (0)

  5. #5
    Player
    Erendis's Avatar
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    Aug 2013
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    Gridania
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    E'renndis Harper
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    Moogle
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    Fisher Lv 100
    Ah, so that's why I keep seeing tanks in plastic armour...
    (0)

  6. #6
    Player Tiggy's Avatar
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    Aug 2013
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    Tiggy Te'al
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    Balmung
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    Marauder Lv 53
    Maybe I'm just not seeing it, but it kinda looks like it's still there. Just with lighter colors it doesn't seem to be as obvious.
    (0)

  7. #7
    Player
    Estellios's Avatar
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    Yoso Carrasco
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    Hyperion
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    Monk Lv 77
    Well, it would only be a waste as of right now as we only have matte dyes. If/When they do bring out shiny and patterned dyes it would potentially be better than just the color changing, since if you didn't like the shiny effect like me it would allow you that option on shiny gear. If said dyes are rare it could lead to having more unique looks.

    Just unfortunate that if I am right and that is the case, it wasn't completely implemented.
    (1)

  8. #8
    Player Shioban's Avatar
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    Shio Ban
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    Twintania
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    Conjurer Lv 90
    Quote Originally Posted by Estellios View Post
    Just unfortunate that if I am right and that is the case, it wasn't completely implemented.
    Either way works!

    If they made shiny dyes very rare it'd be a nice market for crafters/gatherers. A rare gathering drop or a 1-2 Star synth item would be a pretty good benefit to the crafters/gatherers.
    (1)

  9. #9
    Player
    Gramul's Avatar
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    Eisen Gramul
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    Hyperion
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    Blacksmith Lv 90
    I do like the idea of matte and gloss dyes. Could be useful for rough cloth and shiny armor respectively.
    (2)

  10. #10
    Player Shioban's Avatar
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    Shio Ban
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    Twintania
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    Conjurer Lv 90
    Quote Originally Posted by Gramul View Post
    I do like the idea of matte and gloss dyes. Could be useful for rough cloth and shiny armor respectively.
    Matte/Gloss would be nice and easy (as they're already sitting ready to go)

    Although it'd be rather difficult, someone suggested to me patterned dyes (like the militia harness/subligar) using a big-cat print.
    Lots of room for exansion (however some might be more difficult than others)

    However material layers are much easier to implement in games now, applying a "tiled pattern" effect to gear might be rather easy (just a time consuming task to get right). Could make for some rare/interesting dyes on the market (similar to Guild Wars 2 where true Black/White dyes are a fortune).
    (1)

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