I love how you can dye leather armor now. There are about 4 million different colors of leather armor because of the dying system for it. You can mix colors then mix those mixed colors with more colors. It's not like wool, where there are just 16 different types with different colors.
Why not use the leather dying system for dyes and wool in general? There are 16 different dyes, but you can't mix them. If you can mix colors for leather armor, you should be able to mix them for wool and dyes.
Then, with the approximately 4 million different dye colors, you could dye wool and sheep pretty much any color you want! If new colorable items are added, you could dye them too.
Why not use the leather dying system for dyes and wool in general? There are 16 different dyes, but you can't mix them. If you can mix colors for leather armor, you should be able to mix them for wool and dyes.
I would assume the reason why you can't do that to wool blocks it due to the way that blocks are rendered in the game. The textures are almost all pre-made with color, the exception being grass, and the textures are placed onto the block depending on what their ID is in game. Wool Blocks currently share the same ID and have separate damage-values to distinguish them ranging from 0-15.
The way the code is know it would take A LOT of effort to add in 4 million other textures and extend the wool block damage-value to be from 0-4000000. So they'd have to redo a bunch of code to make one "small change" and I just don't think that will happen.
Also if they did the same texture method as grass then a lot of the lighter/darker wool colors would look crappy.
I would assume the reason why you can't do that to wool blocks it due to the way that blocks are rendered in the game. The textures are almost all pre-made with color, the exception being grass, and the textures are placed onto the block depending on what their ID is in game. Wool Blocks currently share the same ID and have separate damage-values to distinguish them ranging from 0-15.
The way the code is know it would take A LOT of effort to add in 4 million other textures and extend the wool block damage-value to be from 0-4000000. So they'd have to redo a bunch of code to make one "small change" and I just don't think that will happen.
Also if they did the same texture method as grass then a lot of the lighter/darker wool colors would look crappy.
Look at the wiki page for armor (in the leather armor section). There are two layers for the graphics. One is a translucent solid color layer, and the other is the actual texture. They don't have millions of different textures for leather armor. This can be done for wool and dye in a similar manner.
Look at the wiki page for armor (in the leather armor section). There are two layers for the graphics. One is a translucent solid color layer, and the other is the actual texture. They don't have millions of different textures for leather armor. This can be done for wool and dye in a similar manner.
He's right about that ^^
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I would love it if you checked out my "about me" page on my profile and looked at my threads I'm always happy to see new posters.
Yep. You could actually use just one block for all of the wool colors, and just save the color as NBT data or something.
Though, as a texturepack user, some of them like to make each wool have a different fibre/texture to them. Not sure how some of the better artists out there would like the limit.
I am also highly in favor of this happening. We could seriously make some awesome stuff with wool if we had the same kind of coloring options that the leather does now. This needs to happen...somehow.
I love how you can dye leather armor now. There are about 4 million different colors of leather armor because of the dying system for it.
It's 24-bit RGB 16,777,216 colours.
Why not use the leather dying system for dyes and wool in general? There are 16 different dyes, but you can't mix them. If you can mix colors for leather armor, you should be able to mix them for wool and dyes.
Arguably, yes. This feature is not implemented simply because there is no good technical way to do it. Maybe the engine rewrite will add capabilities that make this more accessible.
Dyes and Wool color work via Data values. To my recollection, these are Bytes. The dye items could probably use durability instead, but that's a 16-bit short (so limited to 32767) still more than we have, of course.
the NBT tag idea only would work for Items as it is now; Blocks cannot have their renderstate's changed by their NBT Data.
Overall though This would be useful. And I would not be opposed to it, I just personally would rather the time be spent on gameplay affecting additions and bugfixes instead, because this sort of change will make changes to quite a number of well trodden codepaths and in all likelihood we'll be dealing with the bug aftermath and regressions for a few patches hence.
Actually he's wrong, rendering blocks and rendering items/armor are drastically different. Dinnerbone has stated twice that I can recall on his twitter account that it will not and cannot work in the way you think/want.
There are 12,326,391 possible colors, not 4,000,000.
The graphics may support 16,777,216 colors, but the dyeing system does not.
Interesting. the full range of colours are available via the NBT. I guess this means you can put dyed armour into maps that are impossible to reproduce exactly via dyes. Seems to be a limitation of the chosen mixing algorithm.
I like this. It'd be cool to have more options with Wool colours, and it would no longer be a pain in the @ss for texture artists when they want to change how their wool looks.
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Why not use the leather dying system for dyes and wool in general? There are 16 different dyes, but you can't mix them. If you can mix colors for leather armor, you should be able to mix them for wool and dyes.
Then, with the approximately 4 million different dye colors, you could dye wool and sheep pretty much any color you want! If new colorable items are added, you could dye them too.
I would assume the reason why you can't do that to wool blocks it due to the way that blocks are rendered in the game. The textures are almost all pre-made with color, the exception being grass, and the textures are placed onto the block depending on what their ID is in game. Wool Blocks currently share the same ID and have separate damage-values to distinguish them ranging from 0-15.
The way the code is know it would take A LOT of effort to add in 4 million other textures and extend the wool block damage-value to be from 0-4000000. So they'd have to redo a bunch of code to make one "small change" and I just don't think that will happen.
Also if they did the same texture method as grass then a lot of the lighter/darker wool colors would look crappy.
Look at the wiki page for armor (in the leather armor section). There are two layers for the graphics. One is a translucent solid color layer, and the other is the actual texture. They don't have millions of different textures for leather armor. This can be done for wool and dye in a similar manner.
I would love it if you checked out my "about me" page on my profile and looked at my threads
I'm always happy to see new posters.
Though, as a texturepack user, some of them like to make each wool have a different fibre/texture to them. Not sure how some of the better artists out there would like the limit.
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Curse PremiumIt's 24-bit RGB 16,777,216 colours.
Arguably, yes. This feature is not implemented simply because there is no good technical way to do it. Maybe the engine rewrite will add capabilities that make this more accessible.
Dyes and Wool color work via Data values. To my recollection, these are Bytes. The dye items could probably use durability instead, but that's a 16-bit short (so limited to 32767) still more than we have, of course.
the NBT tag idea only would work for Items as it is now; Blocks cannot have their renderstate's changed by their NBT Data.
Overall though This would be useful. And I would not be opposed to it, I just personally would rather the time be spent on gameplay affecting additions and bugfixes instead, because this sort of change will make changes to quite a number of well trodden codepaths and in all likelihood we'll be dealing with the bug aftermath and regressions for a few patches hence.
There are 12,326,391 possible colors, not 4,000,000.
The graphics may support 16,777,216 colors, but the dyeing system does not.
Actually he's wrong, rendering blocks and rendering items/armor are drastically different. Dinnerbone has stated twice that I can recall on his twitter account that it will not and cannot work in the way you think/want.
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Curse PremiumInteresting. the full range of colours are available via the NBT. I guess this means you can put dyed armour into maps that are impossible to reproduce exactly via dyes. Seems to be a limitation of the chosen mixing algorithm.