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Im thinking you could probably add a math.clamp to the numbers,
for example:

v.Head.Lens.Color = Color3.fromHSV( math.clamp (math.sin(x + phase) ,0.3,1) ,1,1)

The problem im noticing is that HSV only turns a black color at ( ~ , ~ , 0 )
~ = anything
so my idea was to use math.clamp to keep it from going darker than 0.3
with what I know about HSV is that the 3rd Value has to be above 0, but your setting it to 1?
I honestly dunno whats wrong.

When the hue argument in Color3.fromHSV is less than 0, the color will be black. A way to prevent the numbers from going below 0 could be incrementing the math.sin/math.cos value by 1.

Example:

local hue0 = (math.sin(x + phase)+1)/2
local hue1 = (math.cos(x + phase)+1)/2
v.Head.Lens.Color = Color3.fromHSV(hue0,1,1)
v.Head.Beam.light.Color = ColorSequence.new(Color3.fromHSV(hue0,1,1))
v.Head.Beam.SpotLight.Color = Color3.fromHSV(hue1,1,1)
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Thank you very much. That fixed my problem. :+1:

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