White is a hell of a pigment to place in the game to give it that "true white" pigmentation. While it is great for stealth, I'm afraid it might end up in an uncanny valley where it's not white but pretends to be.
I recall them saying that they couldn't add them because of how the dye layer was implemented. They could be added as a skin, though, which is why there are white cloaks, armors, etc.
Maybe that has changed? Or more likely, I am remembering it incorrectly. Still, agree it would be cool!
I also remember that Mythic had a super detailed and lengthy post back then about why white dyes are impossible to implement in the game engine (every color possible, except white). So I doubt it will ever happen. White armor models are possible to add thou.
A: No, because what we have isn't a dye system. Crash course in art terms: All of your characters' armor, each suit, has somewhere in the game's files a little rectangle with every stripe, rivet, and decoration painted on it. This thing is called a texture. Your character is made up of a bunch of polygons - little flat angled shapes like facets of a diamond, that, properly assembled, look like a single 3D shape. Each polygon is covered with a piece taken from the texture. To change armor, your items are not repainted. Entirely different polygons referring to entirely different textures are put on your body. When you dye your armor, you keep your polygons, and the game tints the polygons you already have. Metaphorically, this occurs by sloshing a bucket of paint over the texture of what you are wearing.
Now, here's our art lead, Russell. People who have done web design will understand everything, but I think that even if you've never done any digital art, you can follow along:
"Dying something white in the way you mean (where something that is colored say, navy blue, simply becomes a white or cream color) will never work unless the dye system is overhauled. What she's describing is something akin to a texture swap system, not a tint system (which is what we have).
"Essentially, the way things work now is the dye color exists as an RGB value assigned by us and put into the spreadsheet, which is then applied by the game engine as an overlay to the texture. An overlay with a white (255, 255, 255) value simply lightens whatever it is applied to. The end result is a clumsy tint that somewhat washes out whatever texture the color tint is on. So in the case of a navy blue all it would do is make it a lighter blue, and nowhere close to white. Thus, white as a dye color was never added, because it could not be achieved.
"An easy way to see this in practice is to open any image in Photoshop. The image needs to be something that is not a pure white (or a blank file, or a new file). Almost any texture or digital photo will do for this purpose. Then create a new layer, perform a fill or paint bucket command with white as the color operand, and change the blend mode of that layer to overlay. What happens to the image is identical to what I described above. It simply tints the image and only serves to lighten it somewhat and wash it out.
"A texture swap system allows for the kind of "true dyeing" this person is looking for. However, this requires somewhere between 10 to 12 new color textures for EACH texture that currently is dye-able in the game. I would hazard a guess that somewhere between 900 to 1000 textures fall into this category, and hand editing nine or twelve thousand textures is something I wouldn't wish on a death row inmate.
"Let's not even mention the kind of load and hitch nightmare that it would create inside the actual game itself. I would imagine DAoC would become virtually unplayable with that kind of overhead."
So, you see we've ruled out doing this by hand. We would need to solve this problem with code, and we have a whole lot on the list for the coders already.
That was a really long way of saying no, but I got this often enough to make it worthwhile.