Ok but lol bungie is lying when they say they can't, it's literally coded in the game where it ONLY works on dreaming city armor, the effect is already there, if it were a shader that would apply to any armor or at least dreaming city armor it would work without issues
Taken armor was in D1, we got it in D2 as a special extra to wearing armor that can get it, we have a ship and sparrow with Taken effect, if this such a "problem" they wouldn't be in the game. Their "performance issues" excuse doesn't hold ground in 2021
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And 3 guns afaik, with Taken ornaments Thorn, Malfeasance and Whisper.
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Edited by The-IIID-Emp1r3: 10/4/2021 2:53:33 AM[quote]And 3 guns afaik, with Taken ornaments Thorn, Malfeasance and Whisper.[/quote] Yeah but in those cases some of those skins are created for them rather than just a shader (Whisper being fully created as a gun, with the Taken effect, rather than it being a shading on the gun) while others simply are layers on the gun (Thorn, Malfeasance) One way to know IF a gun ornament has a different design with static "shader" is to try to preview a shader from collections and see if it changes the gun color, if it doesn't then the gun has a handmade skin and not a skin + shader applied to it (ornament but can change color if preview a shader in collections) Stuff like Taken effect (Thorn, Taken sparrow) and other Taken styled effects (Taken ship, Malfeasance ornament) cannot be changed color by previewing a shader, don't know why but those are the few things that don't, just like how sometimes some armor parts, weapon parts, etc don't change color no matter what, as they are static layers bungie doesn't allow to get changed by other things
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Edited by ACROCANTHUS: 10/3/2021 9:40:06 PMHaving ONE shader ONE ship and ONE armor set that can be taken is different than making a shader that will make ALL armor sets look taken.
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Shaders work on all armor. So it’s the same thing. They made the tincture work on all armor, I would need a reason why they can’t do it again. Shaders that have animation? We have those already, like the black armory and blueshift shaders. If performance was the reason, they wouldn’t of made it available in the first place. Since it would of caused problems then too. It didn’t. So I’m not buying it.
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Programming is weird man. Maybe the taken effect is different or more complex than the animated shaders so it can be hard to get to work on all armor sets.
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That’s coding, not performance. Performance is lag, frame rate stuttering etc. However let’s go with some armor may be an issue. All they have to do is not enable it for them. Just like exotic ornaments are restricted to just one piece of gear in a slot. You’d make either a white or black list. Depending on which is shorter.
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[quote]Having ONE shader ONE ship and ONE armor set that can be taken is different than making a shader that will make ALL armor sets look taken.[/quote] Doesn't matter, the ingame effect is already coded in, shaders are no different they're coded to apply as an overlay, it's not like they'd test each shader on all armors, weapons, ships, sparrows, ghosts For example in the Shattered Realm if you step in a field of strife you'll notice that your legs bottom going upwards are white and fade out at some point further up, it's basically a layer superimposed onto the character no matter what armor you have on For the top black Taken stuff coming off the head it's coded like the old nightfall 100k crowns above the head and the ones we had for guardian games, this framework is a part of the game, making a shader that puts Taken effect on legs, chest, arms and class item would be simplistic, for the head it would make it darken in Taken energy and turn on the Taken effect above the head.. like a crown of light we used to have (nightfall, guardian games)
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I don't know, I just feel like it's more complicated than people think.