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  1. #1
    Player
    GrizzlyTank's Avatar
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    Jul 2015
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    1,726
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    So many dye channel choices have been... questionable.

    Also would it have been too difficult to upp it to 3/4 from the go? Seeing how that's the usual amount of different colors on an outfit.
    (2)

  2. #2
    Player
    AbrahmEden's Avatar
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    Jul 2024
    Location
    Gridania
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    Character
    Graff Lagerthasch
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GrizzlyTank View Post
    So many dye channel choices have been... questionable.

    Also would it have been too difficult to upp it to 3/4 from the go? Seeing how that's the usual amount of different colors on an outfit.
    From my experience in texturing, each dye channel map would essentially be an additional map the size of the texture, which could lead to a dramatic increase in the texture memory consumption. There are techniques to mitigate this using nested maps, (where each map uses a different R/G/B/Alpha channel), but whether or not FFXIV's existing code and shaders can be made to work with this specifically for dye channels without a large amount of additional effort, I don't know.

    I'd honestly be fine with two, especially if they reworked where the channels fall! It would be even nicer if gear with shared models had different dye channel arrangements (which is already present on some gear, like the Rainbow Shirts versus the Altered Woolen Shirt), but I know this is a big ask when the part of the team handling this already has an enormous amount of work ahead of them.
    (2)

  3. #3
    Player
    GrizzlyTank's Avatar
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    Jul 2015
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    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Quote Originally Posted by AbrahmEden View Post
    From my experience in texturing, each dye channel map would essentially be an additional map the size of the texture, which could lead to a dramatic increase in the texture memory consumption. There are techniques to mitigate this using nested maps, (where each map uses a different R/G/B/Alpha channel), but whether or not FFXIV's existing code and shaders can be made to work with this specifically for dye channels without a large amount of additional effort, I don't know.
    Though i recall stumbling once upon a topic that contained information that the gear we have already have multiple dye channels by default (about 4+). But only 1 were accessible to us. Which wouldn't be too surprising seeing how various armours clearly have had multiple fields that the devs themselves have been tweaking both for player gear and npcs.
    (1)

  4. #4
    Player
    AbrahmEden's Avatar
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    Jul 2024
    Location
    Gridania
    Posts
    8
    Character
    Graff Lagerthasch
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GrizzlyTank View Post
    Though i recall stumbling once upon a topic that contained information that the gear we have already have multiple dye channels by default (about 4+). But only 1 were accessible to us. Which wouldn't be too surprising seeing how various armours clearly have had multiple fields that the devs themselves have been tweaking both for player gear and npcs.
    If I'm being honest, there are elements from older 1.0 gear I like because the dye channels are so limited-- rather than dyeing the entire garment, it only dyes a small portion, which sometimes leads to greater diversity of color. Less can be more!

    I'm reminded of the Edengrace Mail of Maiming, which has a nice lavender accent on the interior of the tails... but when you dye it, the dye channel overwrites it entirely.
    https://na.finalfantasyxiv.com/lodes...em/eeb12af0cd5

    I'd rather have less of the garment dye than have its unique accents completely overridden!
    (0)