Leather armour for humanoid mobs has sections (stripe on helmets, kneepads and waist area on leggings, soles of boots) which remain the same brown colour regardless of what colour the rest of armour is dyed. I expected this to work the same way for the leather horse armour. However, given that there is only one respective image for the leather horse armour item and entity model, any dye applied to the armour affects the colour of the saddle as well.
This can be easily confirmed by applying a dye to horse armour and comparing the colour of the saddle on the dyed armour and undyed armour in an image editor.
Unless this is intended, the apparent solution is to match how the humanoid leather armour works and split the sections that aren't meant to be dyed from the sections that are into separate image files.
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I am sorry to say, sir, but this is still unresolved, and it will not be resolved until the entity and sprite models have overlay textures added to them.
[media][media]Here are two screenshots using the latest vanilla textures of 1.15 Pre-2 and with a resource pack. You can clearly see that the entire leather horse armour is dyed. This should not be the proper way the texture is intended to be used. With the human armours both the sprites and the models have overlay textures to write over the dyed layer with undyed pixels. This, however, was never added to the leather horse armours.
[media]As seen in the extracted 1.15-pre2.jar itself, there are still no overlay textures. While the sprite can be fixed by resource pack creators, the entity model cannot be.
They probably have just not coded in the overlay textures yet. It is clear from the textures that they intend to add the overlay, otherwise the vanilla textures would not make sense.