Should be fixed now. Will need to refresh to get update.
Iâm having issues with the library, particularly with changing the color in the preview/enhancements screen. Changes color in the viewer, but reverts back to silver in the code. Anyone else having issues?
NOTE: Only seems to be an issue with the Darksaber blade.
Getting compilation error:
/* copyright Fett263 UnstableBlades (Accent LED / PCB) OS6 Style
https://fett263.com/fett263-proffieOS6-style-library.html#UnstableBlades
OS6.6 v3.033
Single Style
Base Style: Unstable Anger
Off Behavior: Slow Run Forward
--Effects Included--
Ignition Effect: Cycle Up
PowerUp Effect: Power Surge (Unstable V2)
Retraction Effect: Cycle Down
Lockup Effect: Intensity Lockup Up V1
LightningBlock Effect: Full Blade Lightning
Blast Effect: Full Blade Blast Fade
*/
StylePtr<Layers<Layers<Stripes<2000,-2500,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Black>,BrownNoiseFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<3855>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,200>,RandomPerLEDFlicker<Mix<Int<10280>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<3855>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,TransitionLoopL<TrJoin<TrDelay<Scale<SlowNoise<Int<1500>>,Int<200>,Int<1200>>>,TrWaveX<RandomFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,BrownNoiseFlicker<Mix<Int<10280>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Black,300>>,Int<400>,Int<100>,Int<200>,Int<0>>>>>,TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,40>,TrFade<1200>>,EFFECT_IGNITION>,MultiTransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,SmoothStep<ClashImpactF<>,Int<-4000>>>,TrFadeX<Scale<ClashImpactF<>,Int<100>,Int<300>>>>,EFFECT_LOCKUP_BEGIN>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSelect<Scale<IsLessThan<ClashImpactF<>,Int<20000>>,Int<1>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<50>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<500>,Int<300>>,Int<0>>,TrSparkX<Stripes<1200,-3600,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Int<30>,Scale<Sum<ClashImpactF<>,SwingSpeed<600>>,Int<100>,Int<400>>,Int<0>>>>,EFFECT_LOCKUP_END>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrInstant,TrFade<1000>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,InOutTrL<TrColorCycleX<IgnitionTime<0>>,TrColorCycleX<RetractionTime<0>>,TransitionLoop<Black,TrConcat<TrWipe<1000>,RgbArg<OFF_COLOR_ARG,Rgb<255,14,0>>,TrWipe<1000>>>>>>(),
I have fixed both issues, youâll need to refresh page for update.
Amazing work â compiles fine now
Awesome and thank you!
Pretty sure that was fixed already, your version number is old. Try refreshing the page.
Roger that.
OK. Config is working now. Thank you!
Is this the right place to ask about issues with the ProffieOS workbench?
Not this thread, this is specifically for my library. Just start a separate thread.
I have a new update coming to the OS6 Library that will take customization and style capabilities to a brand new level. Weâve only just scratched the surface for what is possible in OS6 up until now but thatâs about to change. Iâm adding a new customization to the library that will let you combine styles and colors like never before. Using all of the new functions, responsive and interactive capabilities as well as the new style modifiers weâre able to generate 100s of thousands completely custom effects for your saber. You can now combine different styles and colors in all kinds of new ways and we can control how the styles look and respond using multiple new controls and capabilities.
Prepare to take your blade styles and effects to the next level, join me tonight for a quick run through of the new capabilities and some discussion on what else is coming.
Live demo and discussion at 9:00pm EST =
I think itâs really great when you explain HOW these things are doing what they do. The new functions and the style modifiers were teased in your videos during the long road to OS6âs release, but never really explained anywhere how they work, what can be done with them, or what they work well in combination with.
One line that stuck with me in this video was that the âMirrorâ is done using CenterDist. It went by very quickly, but I caught it. Clues like that go a long way in âgetting itâ.
Even a small example maybe of how using BladeAngle<> as the function for a SmoothStepâs width could be eye opening for users.
Maybe you could emphasise some more of what is going on âunder the hoodâ so those interested in actually USING the new cool features that are packed into OS6 have some direction to get started in?
Iâm hoping to get back to doing a more regular live show to answer questions and discuss styles as I have time, but if thereâs specific questions on something feel free to start up a thread. This addition will have a lot of new uses for functions in it so they can be used as the breadcrumbs to learning how they work.
Update 3.5 is now live with a ton of new features in the Dual Phase / Color Shift / Split Blade builder tool as well as other new enhancements and options. Check out the demo video to get an idea of how it all works.
Any chance of making the âSelect Styleâ drop down menu alphabetical?
I guess, Iâll look at it with a future update.
FWIW Fallen Order Kyber Select plays in Style Editor with Clash and Stab both being the ripple. Looks like it works fine in use though.
/* copyright Fett263 KyberSelect (Primary Blade) OS6 Style
https://fett263.com/fett263-proffieOS6-style-library.html#KyberSelect
OS6.6 v3.05
Single Style
Base Style: Kyber Select Fallen Order (Emitter Flare Selection)
Kyber Select Fallen Order (Emitter Flare Selection) Interactive Control: Before Igniting Rotate Hilt to change Kyber Crystal selection (Twist Angle).
--Effects Included--
Ignition Effect: Standard Ignition
Retraction Effect: Standard Retraction
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Full Blade Absorb
LightningBlock Effect: Responsive Lightning Block
Drag Effect: Intensity Sparking Drag
Melt Effect: Intensity Melt
Blast Effect (Randomly Selected): Blast Wave (Random), Blast Wave (Sound Based)
Clash Effect: Responsive Clash with Ripple
Battery Level: Full Blade (Green to Red)
*/
StylePtr<Layers<Stripes<16000,-1000,ColorSelect<IncrementWithReset<ThresholdPulseF<IncrementWithReset<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_NEWFONT>,Int<1>,Int<1>>,Int<1>>,EffectPulseF<EFFECT_NEWFONT>,Scale<TwistAngle<>,Int<0>,Int<7>>,Scale<TwistAngle<>,Int<0>,Int<6>>>,TrInstant,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Rgb<80,50,210>,Rgb<0,255,0>,Rgb<115,15,240>,Rgb<255,255,0>,Rgb<100,100,150>>,Pulsing<Mix<Int<11565>,Black,ColorSelect<IncrementWithReset<ThresholdPulseF<IncrementWithReset<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_NEWFONT>,Int<1>,Int<1>>,Int<1>>,EffectPulseF<EFFECT_NEWFONT>,Scale<TwistAngle<>,Int<0>,Int<7>>,Scale<TwistAngle<>,Int<0>,Int<6>>>,TrInstant,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Rgb<80,50,210>,Rgb<0,255,0>,Rgb<115,15,240>,Rgb<255,255,0>,Rgb<100,100,150>>>,ColorSelect<IncrementWithReset<ThresholdPulseF<IncrementWithReset<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_NEWFONT>,Int<1>,Int<1>>,Int<1>>,EffectPulseF<EFFECT_NEWFONT>,Scale<TwistAngle<>,Int<0>,Int<7>>,Scale<TwistAngle<>,Int<0>,Int<6>>>,TrInstant,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Rgb<80,50,210>,Rgb<0,255,0>,Rgb<115,15,240>,Rgb<255,255,0>,Rgb<100,100,150>>,800>,ColorSelect<IncrementWithReset<ThresholdPulseF<IncrementWithReset<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_NEWFONT>,Int<1>,Int<1>>,Int<1>>,EffectPulseF<EFFECT_NEWFONT>,Scale<TwistAngle<>,Int<0>,Int<7>>,Scale<TwistAngle<>,Int<0>,Int<6>>>,TrInstant,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Rgb<80,50,210>,Rgb<0,255,0>,Rgb<115,15,240>,Rgb<255,255,0>,Rgb<100,100,150>>>,MultiTransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1400,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<2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Thatâs because Editor and OS use clash effect for Stab if you donât have one in the style, which you donât. Doesnât really have anything to do with the library.