Modifying the scale of the preon and post off effects

Hi everyone,

I am using the fett263 configurator page and I’m noticing that the post off extends beyond the emitter and would like to have the preon glitching resized so that its contained within the the emitter.

StylePtr<Layers<Mix<IsLessThan<TwistAngle<1>,Int<16384>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>,300>,RotateColorsX<Variation,Rgb<10,0,26>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,Stripes<5000,-1500,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,17,0>>,RotateColorsX<Variation,Rgb<255,140,40>>,RotateColorsX<Variation,Rgb<128,34,0>>>>,TransitionEffectL<TrConcat<TrFade<400>,AudioFlickerL<RotateColorsX<Variation,Rgb<160,60,255>>>,TrDelay<30000>,AudioFlickerL<RotateColorsX<Variation,Rgb<160,60,255>>>,TrFade<800>>,EFFECT_FORCE>,AlphaL<RandomBlinkL<Int<1000>,Black>,SwingSpeed<600>>,LockupTrL<Layers<AlphaL<AudioFlickerL<Rgb<255,150,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<Moccasin,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,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>>>,ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<Green,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<160,60,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,60,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFade<1200>>,EFFECT_IGNITION>,LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrConcat<TrWipe<200>,Mix<IsLessThan<TwistAngle<1>,Int<16384>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>,300>,RotateColorsX<Variation,Rgb<10,0,26>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,Stripes<5000,-1500,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,17,0>>,RotateColorsX<Variation,Rgb<255,140,40>>,RotateColorsX<Variation,Rgb<128,34,0>>>>,TrWipe<100>,Black,TrBoing<300,3>>,TrWipeInX<Scale<IsLessThan<BladeAngle<>,Int<16000>>,Int<300>,Int<800>>>,Black>,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<3000>,AlphaL<Orange,Bump<Int<0>,Int<8000>>>,TrFade<3000>,AlphaL<Red,Bump<Int<0>,Int<6000>>>,TrFade<2000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Int<4000>,Int<-4000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Int<4000>,Int<4000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,TransitionEffectL<TrConcat<TrFade<2000>,AlphaL<HumpFlickerL<Rgb<120,120,165>,10>,Bump<Int<0>,Int<4000>>>,TrFade<2950>,AlphaL<HumpFlickerL<Rgb<120,120,165>,15>,Bump<Int<0>,Int<5000>>>,TrFade<3000>,AlphaL<HumpFlickerL<Rgb<120,120,165>,20>,Bump<Int<0>,Int<6000>>>,TrBoing<1000,3>>,EFFECT_PREON>,AlphaL<Black,Scale<IsLessThan<BatteryLevel,Int<10000>>,Int<0>,Scale<BatteryLevel,Int<16384>,Int<7500>>>>>>()

I believe the I need to adjust the bump sizing I checked the blade length finder and it was 7 length, if I am correct I need to find what 7 is of the full length(128).
so that is 5.4%

so the INT total is 32768
so the inside should 1769 right?

yes, so that worked.

awesome, now I configure the preon and post office just the way I like it.

2 Likes

Hey max, I take it you finished your saber build.
Thanx for the inside info for blade scaling, was wondering how it worked.

ACTUALLY, no, this is the lightsaber that I got for my birthday. but yes that’s how the scales for the preon and postoff are configured. and also anything that uses a bump<Int<0>,int so if you have 36" lgt blade it’s approximately 128 leds in length. and you know how to find the length of the blade socket (in leds not inches) then you can calculate what the INT length is needed.

Until you can adjust it by just rotating your hilt in edit mode with OS 6 :wink:

2 Likes

^IOW moar lerningz.

I actually have a related question to that. There’s a new syntax, etc.

So like before, I;'ll ask again, say we, or someone we’re helping with a bladestyle lucks upon a Unicorn setting using edit more, or most recently color wheel, or just slapping the keys blindly editing, how do we export or view those changes so we can repeat what worked?

Example, colors, bumps, size, etc are used and a cool combination is found, on one board. How does one take that and put it into another board? Can we actively download a saved setting yet?

Good timing, I need to actually edit how the white unstable is with this one since it’s too big and too often. I know it’s Boing and ??? (not wipe time because that just slows or speeds it up) but yeah…

https://fredrik.hubbe.net/lightsaber/style_editor.html?S=Layers< ++Layers< ++++RotateColorsX<Variation%2CRgb<0%2C120%2C150>>%2C ++++TransitionLoopL<TrConcat<TrBoing<500%2C3>%2CLayers< ++++++Stripes<10000%2C100%2CRotateColorsX<Variation%2CRgb<0%2C65%2C0>>%2CRotateColorsX<Variation%2CRgb<0%2C14%2C20>>%2CRotateColorsX<Variation%2CRgb<0%2C102%2C100>>>%2C ++++++AlphaL<Stripes<8000%2C-200%2CRotateColorsX<Variation%2CRgb<0%2C130%2C90>>%2CRotateColorsX<Variation%2CRgb<0%2C31%2C40>>>%2CInt<16384>>>%2CTrDelayX<Scale<SlowNoise<Int<3000>>%2CInt<100>%2CInt<2000>>>>>%2C ++++TransitionLoopL<TrConcat<TrWipe<200>%2CRandomBlinkL<Int<30000>%2CWhite>%2CTrWipe<200>%2CAlphaL<White%2CInt<0>>%2CTrDelayX<Scale<SlowNoise<Int<3000>>%2CInt<300>%2CInt<3000>>>>>>%2C ++LockupTrL<Layers< ++++AlphaL<AudioFlickerL<White>%2CBump<Scale<BladeAngle<>%2CScale<BladeAngle<0%2C16000>%2CInt<4000>%2CInt<26000>>%2CInt<6000>>%2CScale<SwingSpeed<100>%2CInt<14000>%2CInt<18000>>>>%2C ++++AlphaL<White%2CBump<Scale<BladeAngle<>%2CScale<BladeAngle<0%2C16000>%2CInt<4000>%2CInt<26000>>%2CInt<6000>>%2CInt<10000>>>>%2CTrConcat<TrInstant%2CWhite%2CTrFade<400>>%2CTrConcat<TrInstant%2CWhite%2CTrFade<400>>%2CSaberBase%3A%3ALOCKUP_NORMAL>%2C ++ResponsiveLightningBlockL<Strobe<White%2CAudioFlicker<White%2CBlue>%2C50%2C1>%2CTrConcat<TrInstant%2CAlphaL<White%2CBump<Int<12000>%2CInt<18000>>>%2CTrFade<200>>%2CTrConcat<TrInstant%2CHumpFlickerL<AlphaL<White%2CInt<16000>>%2C30>%2CTrSmoothFade<600>>>%2C ++ResponsiveStabL<Red>%2C ++ResponsiveBlastL<White%2CInt<400>%2CScale<SwingSpeed<200>%2CInt<100>%2CInt<400>>>%2C ++ResponsiveClashL<White%2CTrInstant%2CTrFade<400>%2CScale<BladeAngle<0%2C16000>%2CInt<4000>%2CInt<26000>>%2CInt<6000>%2CInt<20000>>%2C ++LockupTrL<AlphaL<BrownNoiseFlickerL<White%2CInt<300>>%2CSmoothStep<Int<30000>%2CInt<5000>>>%2CTrWipeIn<400>%2CTrFade<300>%2CSaberBase%3A%3ALOCKUP_DRAG>%2C ++LockupTrL<AlphaL<Mix<TwistAngle<>%2CRed%2COrange>%2CSmoothStep<Int<28000>%2CInt<5000>>>%2CTrWipeIn<600>%2CTrFade<300>%2CSaberBase%3A%3ALOCKUP_MELT>%2C ++InOutTrL<TrConcat<TrWipeIn<200>%2CRandomBlink<30000>%2CTrWipeIn<200>%2CMix<SmoothStep<Scale<SlowNoise<Int<30000>>%2CInt<1000>%2CInt<6000>>%2CInt<-3000>>%2CBlack%2CWhite>%2CTrDelay<400>%2CMix<SmoothStep<Int<4000>%2CInt<-3000>>%2CBlack%2CWhite>%2CTrWipe<300>>%2CTrWipeIn<500>>>

Are you talking about the lightning thing that travels up the blade? That’s the random blink in the transition loop in Layer 2

Yup, can’t remember how to compress it into a smaller width although messing with stripe width gave some neat results.

Make it a wave instead of a full blade that wipes in and out.
For less frequent shots, increase the time of the low limit on the TrDelay’s scaled SlowNoise. Something like this:

TransitionLoopL<TrConcat<TrWaveX<RandomBlinkL<Int<30000>,White>,Int<800>,Int<80>,Int<350>,Int<0>>,AlphaL<White,Int<0>>,TrDelayX<Scale<SlowNoise<Int<3000>>,Int<1000>,Int<3000>>>>>

Sorry @Afrojedi for being complicit in your thread jack.

2 Likes

You’re cool it’s a related field. Plus I wanted to share my small finding.

1 Like

@NoSloppy No thread Jack intended. I asked because it’s related in the lesson.

@Afrojedi Thanks for getting that bit as well as sharing. :+1: