Quote Originally Posted by Altena View Post
I hardly think that adding a secondary dye colour when it's evident that there are multiple sections already on a piece of gear (such as stubborn greens or yellows that you can't get rid of even with dye, or 2-tone that become 1-tone such as the new Law gear), is such a huge expectation.

Again, I am no programmer but it hardly seems like a challenge to say "ok this section of the gear is controlled by dye 1, and this section is controlled by dye 2". To me it seems like a pretty big character design flaw when there is such little customization on the dyes currently.

The problem is not a programming issue, it's a time issue.

The sections of gear are controlled in a very irregular way. The textures are a mix of color control maps and standard diffuse color maps. The color control maps are pointers to color palettes that are specific to each object and are then multiplied over a flat grayscale map.

This system is incredibly irregular. To put it bluntly, most objects have more than one pointer already but they're defined in multiple (and, again, irregular) ways in reference to each color used from the color map. Some objects would need a new, additional texture map in order to accomodate secondary dyes. Most of them as far as I'm aware wouldn't, but they would still require the artists to manually check each and every map, rewrite the old dye pointers and write the new ones. This would have to be done manually, per object.

It can be done (and would probably be easier if limited just to new items and applied retroactively in batches) but it wouldn't happen in a finger snap.