loftar wrote:Granger wrote:Grayscale + Tint = Image
It's not quite that easy, though. What about the textures that have details that are not merely differences in light values, but stuff like, say, the wooden texture of clogs that also features such details as local reddening or yellowing? Or local saturation or desaturation?
Again, I'm not saying these are problems that cannot be solved, but that there are such details that need to be rather thoroughly investigated in order to have dyable textures that can look as good as or at least approach manually painted colors.
craigh1993 wrote:How do I make purple pigment? I've tried mixing blue and red?
It contains cinnabar, which you need to discover.
Let's just look at it like this:
Zenimax Online implemented armor dyes after The Elder Scrolls Online has launched. Their system works basically like Granger described, different layers of grayscale textures that are tinted and then merged.
They have hundreds of workers and millions of dollars at their disposal, all of this can be summed up as 'development time'. Lots of it. Hundreds of hours in less than a day.
Their first implementation was EFFIN' UGLY. As the next 10 implementations. There was A LOT of work, tweaking, etc... It took months for them to reach a desirable/acceptable functionality and looks.
Sure, the game has far more complex textures, etc, etc... But what I'm trying to say, in J&L's defense (even though they don't need my defense and I'm the one who brought up the subject lol) is that I see their point. To make a GOOD system for dyes and colored clothing it would require a lot of effort and time that, right now, might not be a priority. Implementing this imagery system already gives us a lot of options for 'customizing' our looks and I guess that, for now, working on dyes would be too hindering for the overall development. That's just my guess, though.
I wouldn't say it's a 'never', just a 'not now'