First thought: that people wouldn't care this much about having the exact hex color, especially since
so many different colors can look the same. With 16.7 million possible colors, there's bound to be plenty of visual overlap in most cases. Too bad we're so sensitive to stuff like white and pure red though.
So right now I'm trying to mod the dye inventory icon itself to stick a square of "neutral" grey in the middle to see if that being colored will work more reliably.
I did this...
[Image: http://s3.postimg.org/tgean0p6r/inv_edit1.png]
And my dyes show up like this!
[Image: http://s11.postimg.org/uuupjnxe7/dyes.png]
However, upon close inspection we end up with this instead.
[Image: http://s3.postimg.org/e8yb2nxc3/inv1.png]
Oh... looks like I forgot that
DXT compresses based on 4x4 blocks of pixels. This helps explain why dye colors are more off than we thought, since the image compression itself doesn't keep pixel-perfect colors (a reason they use RAW images for the fossil minigame which is pixel-perfect for example).
So it looks like I'll have to tweak the original some more.
[Image: http://s30.postimg.org/4w40u3goh/inv_edit2.png]
Let's see if this one survives the compression!
[Image: http://s11.postimg.org/7f8njy577/inv2.png]
Game: #515159/#7D3100/#F1177D/#079389/#8DB1E3
Color: #53525B/#7F3300/#F2197E/#08948B/#8FB2E5
Survives but the colors don't match. Interesting results though, every apparent color is ~ 0x02 darker than it should be in each color value.
So if I change the "neutral grey" center to #818181 instead to account for the -2...
[Image: http://s12.postimg.org/si86uipx9/inv3.png]
Game: #57575F/#833705/#F71D83/#0D998F/#93B7E9
Color: #53525B/#7F3300/#F2197E/#08948B/#8FB2E5
Damnit, overshot it. #808080 perhaps? And the whole dye this time just to be sure. If this doesn't work then...
[Image: http://s2.postimg.org/ehp3nwynt/inv4.png]
Game: #57555F/#833505/#F71B83/#0D978F/#93B5E9
Color: #53525B/#7F3300/#F2197E/#08948B/#8FB2E5
Nope, not only did it not get the desired results, but it looks like the texture compression is introducing artifacts even in areas of solid color (I flood-filled and pixel-drew to be safe beforehand).
[Image: http://s17.postimg.org/ixpchngrj/artifacts.gif]
So it actually looks like it's not that Devcat purposely fiddled with dye colors, but a side-effect of the DXT compression (which is unsafe for pixel-perfect things, it's meant for textures, not images... but it is/was the standard texture format for DirectX.).
P.S. This looks neat at least.
[Image: http://s3.postimg.org/ljq53sm7z/neat.png]