Hi, I downloaded the Grey sound font and blade style from Greyscales website. I added the blade style config into my saber config and I was able to upload this new saber config onto my board. I would go to WEB OS to see if the sound font and blade style worked. I got the sound font to work but the blade style is differently not working properly. The saber just shows a white strobe affect while the sound is correct/working. I also tried using Fett236’s style configs to see if it works, I first used 6.5 styles but nothing seems to happen in the when its in the config and even in fredrik hubbe style editor. I then tried a 5.0 ver. and it was able to work on fredrik’s style editor but on web os I still get the white strobe affect.
We need to see your config to help.
Do you use #define KEEP_SAVEFILES_WHEN_PROGRAMMING
?
I been watching Lando and some other youtubers upload soundfonts to the boards, even using the same sound font and blade style but none of them mentioned
#define KEEP_SAVEFILES_WHEN_PROGRAMMING
?
and no i am not
{ "Grey", "",
StylePtr<Layers<
AudioFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Variation,Rgb<50,50,75>>>,
//White audioflicker
EffectSequence<EFFECT_FORCE,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,White>,Black,300>,SwingSpeed<450>>,AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black>,White,RotateColorsX<Variation,Rgb<100,100,150>>,White>,SwingSpeed<450>>>,
//Force toggleable swing effect. Trigger a force effect to alternate between a ripple swing and an unstable swing (the two below)
//AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black>,White,RotateColorsX<Variation,Rgb<100,100,150>>,White>,SwingSpeed<450>>,
//Alternate swing effect, white ripple
//AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,White>,Black,300>,SwingSpeed<450>>,
//Alternate swing effect, unstable white
LockupTrL<Layers<
AlphaL<AudioFlickerL<Azure>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Azure,White,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<700>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
//LockupTrL<Layers<
// AlphaL<AudioFlickerL<Rgb<255,100,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
// AlphaL<Red,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<5000>>>>,TrConcat<TrInstant,TransitionEffect<Azure,White,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<700>>,SaberBase::LOCKUP_NORMAL>,
//Alternate responsive lockup, "beskar" heat up. Note: right now this is really just a placeholder until OS6 brings the intensity lockup, which will really give it a Mando feel if that's what you're after
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive lightning block
ResponsiveStabL<Blue>,
//Responsive stab, ice blue
//ResponsiveStabL<White>,
//Alternate responsive stab, white
EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Azure,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<500>,EFFECT_LOCKUP_BEGIN>,TrFade<1000>,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<575>,TransitionEffect<Rgb16<24485,24485,24485>,Rgb16<17521,23829,23829>,TrInstant,TrFade<100>,EFFECT_LOCKUP_BEGIN>,TrFade<300>,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1100>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<1000>>,EFFECT_RETRACTION>,
//Bright humpflicker retraction effect
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeSparkTip<White,1500>,TrWipeInSparkTip<White,1000>>,
//Spark tip ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
>>()},
That’s just a preset, not a config file.
Btw, your clash threshold is too high, there is way to trigger a clash if you have it that high.
Also, you have a subblade setup where the “main” blade is your third blade, but the “grey” preset only has one style in it, so it will only hit the first LED, nothing else.
yea i put taht treshold for the mean time haha, i had issues with ghost clashing. And my blade does look like that but more broken up and it would do that with the saber being off as well. Forgot to mention that.
Oh okay, so is there any tips for me when installing new blade styles?
I have a Korbanth Starkiller saber it has the main blade as will as the 2 crystals
So the way your blade array is set up, you need two styles for the crystals, plus a style for the main blade. So when adding a new preset, you should either replicate the style for your main blade three times, OR you should copy the styles for the crystals from another preset, and then add the style for the main blade after them.
Oh you were right, so on WEB OS the blade style was set only for the crystal chamber. So i switched all the blades to that same preset style and it worked.