My Kitt soundfont preset

Hi peeps,

it’s been a hot minute,

what I wanted to do is use the cylon preset but instead of using the full blade for clash, lockup, lightning block and etc I wanted it to be constrained on the red cylon instead.

here’s the preset

StylePtr<Layers<
  Cylon<Red,5,20,Red,5,20,1>,
  ResponsiveLockupL<RgbArg<LOCKUP_COLOR_ARG,White>,TrInstant,TrFade<100>,Int<26000>>,
  ResponsiveLightningBlockL<RgbArg<LB_COLOR_ARG,White>>,
  ResponsiveMeltL<Mix<TwistAngle<>,Red,Yellow>>,
  ResponsiveDragL<RgbArg<DRAG_COLOR_ARG,White>>,
  ResponsiveClashL<RgbArg<CLASH_COLOR_ARG,White>,TrInstant,TrFade<200>,Int<26000>>,
  ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>>,
  ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>>,
  ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>>,
  ResponsiveStabL<RgbArg<STAB_COLOR_ARG,White>>,
  InOutTrL<TrWipe<300>,TrWipeIn<500>>>>()

so I’m playing around of the editor, I was able to get lockup and lb to flash within the red but I wanted the white to take over, the random clash is still not behaving as I want it and i’m thinking instead of having it white I’ll have the blast ripple out in red so it looks like KITT is having issues with the scanning.

I think I have it.

Kitt style.txt (779 Bytes)

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I had to simplify it as I was getting Flash overflow errors, but I’m wondering is there a better way of creating this and optimising it so it won’t take up so much memory on the board?

Not sure what you want it to do

<3 Knight Rider

ok how about this?

StylePtr<Layers<
  Black,
  AlphaL<Red,LinearSectionF<Sin<Int<20>>,Int<5000>>>,
  LockupL<AlphaL<StrobeL<Strobe<Black,White,50,25>,Int<35>,Int<20>>,LinearSectionF<Sin<Int<20>>,Int<5000>>>,AlphaL<StrobeL<Strobe<Black,White,50,25>,Int<35>,Int<20>>,LinearSectionF<Sin<Int<20>>,Int<5000>>>,Int<32768>,Int<32768>,Int<32768>>,
  LockupTrL<AlphaL<StrobeL<Strobe<Black,Mix<TwistAngle<>,Red,Yellow>,50,25>,Int<35>,Int<20>>,LinearSectionF<Sin<Int<20>>,Int<5000>>>,TrInstant,TrFade<300>,SaberBase::LOCKUP_MELT>,
  TransitionEffectL<TrConcat<TrInstant,AlphaL<White,LinearSectionF<Sin<Int<20>>,Int<5000>>>,TrFade<500>>,EFFECT_CLASH>,
  TransitionEffectL<TrConcat<TrInstant,AlphaL<StrobeL<Strobe<Black,White,50,25>,Int<35>,Int<20>>,LinearSectionF<Sin<Int<20>>,Int<5000>>>,TrFade<500>>,EFFECT_STAB>,
  TransitionEffectL<TrConcat<TrInstant,AlphaL<RandomBlink<15000,Red>,LinearSectionF<Sin<Int<20>>,Scale<Trigger<EFFECT_BLAST,Int<100>,Int<500>,Int<800>>,Int<2000>,Int<12000>>>>,TrDelay<1300>>,EFFECT_BLAST>,
  InOutTrL<TrFade<300>,TrFade<300>>>>()

Everything is constrained to the scanner spot as it moves, except blast, which kinda glitches a bit larger then returns to normal.

2 Likes

dude, thank you so much

Psst…check the additional voice packs thread :slight_smile:

1 Like