Hello, I am yet again asking for an update on the current situation with this. I’d like to roll out an update that is dependent on VertexColors. No pressure of course. Thanks Devrel
I think the only issue with this is that so many tools use vertex colors higher than 1 that it would look weird in-game if they fixed it. I think Roblox would need to do an opt-in to fix this properly.
This likely won’t be fixed anytime soon. It’s not really a ‘bug’ as it’s intended behavior. The VertexColor is transformed to a Color3, and anything outside of [0, 1] is undefined. Using out of range Color3 values to emulate emissive textures has never worked when parented to a rig with a humanoid, despite many reports. We can only hope Roblox adds proper emission textures, but I sincerely doubt they will.
Ignore me if I’m wrong, but with the values the VertexColor are clamped from 0-1, but still represent RGB. This works the same with using .R values to RGB. In the original scenario, it would be cR = c.R * 255, so you should be able to do the same with RGB by doing
function setColor(SpecialMesh: SpecialMesh, Color : Color3)
local R = math.clamp(Color.R / 255, 0, 1)
local G = math.clamp(Color.G / 255, 0, 1)
local B = math.clamp(Color.B / 255, 0, 1)
local VertexColor = Vector3.new(R, G, B)
SpecialMesh.VertexColor = VertexColor
return VertexColor
end
They’re by default at 1,1,1. They are not clamped unless they are in a character, which is why I am filing this bug report. (they shouldn’t be clamped)
there are a lot of bugs im sure its down the not really a priority list somewhere though i agree this would be a great thing to fix because versatility is awesome
not sure how long itd take to fix something like this but i cant imagine it being difficult
Alright. I hate necrobumping, but this has gotta get fixed. I’ve got an update right around the corner for my game, which involves SpecialMeshes for their cool forcefield texture thingamjig.
For the time being… I’m coping by changing the ‘emissive’ values to percentages of the ratio I decided on. Basically, one of my textures uses (1.5, 1, 2), I can instead use (0.75, 0.5, 1) or essentially halving it to keep it inside the (1, 1, 1) - (0, 0, 0) Color3 weird setup.