ProffieOS7 Style Library Phase 3 (Public Access) - Q & A

Do you have

#define IDLE_OFF_TIME 60 * 5 * 1000

in your config? This will turn off all blades after 5 minutes. You can adjust accordingly.

Check your SD card speed, Fire styles require a lot of resources so if your SD card is not up to par it will impair the animation.

The top of the library lists the required performance and steps to run SD test in the NOTICE section.

Thank you very much for your quick reply.
Both
#define MOTION_TIMEOUT 60 * 15 * 1000
and
#define IDLE_OFF_TIME 60 * 15 * 1000
are in my config but with a higher value, I will adjust these settings.
I was just wondering that only this specific style keeps the button lit, the other 15 or so not.
SD Cards is a high speed Samsung one but I will check out the sdtest command. I am still new to this so I will continue to experiment. Have a great day and thanks again.

It would depend on the styles themselves in each preset. If they don’t have an OFF behavior then they would turn off. You can start a new thread and post your full config using pastebin.com and we can have a look.

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Okay,I have an idea for possible new effects that are compatible with latest chip. Could you program those two color lightsaber crystals from SWTOR Cartel Shop? That would be very cool! Having two color blade that blend together could nice,but haven’t thought how in example black color would play in that scenario.

Do you mean a Multi-Phase style or a Split Blade style? Not really familiar with this. If you mean a crystal with two colors that would really depend on the hardware, the crystal would need two separate pixels, one at the top and one and the bottom wired as independent blades, then you’d just color individually. Most crystals only have one pixel lighting them, so you physically couldn’t produce two colors at the same time from one pixel. You could just use a Color Shift or a Multi-Phase to have it switch between two colors.

“Black” in the LED sense means off, but most crystals are clear or semitransparent white so you can’t actually produce Black, you’d need a Black crystal, which of course would not be able to also have a color.

I referred to two-tone lightsaber blade. Something like this:


Is this possible to arrange leds to make them look like that?

That is not physically possible, light doesn’t actually work that way. That is “drawn” - even if you had 4 strips in a blade, with 2 showing blue and 2 showing orange it would not look that way in real life as colors and light blend, they do not produce hard, crisp delineations and in the 3D sense if you rotate the blade even slightly the pixels facing you would overtake those facing away.

Fett263 is of course correct that a LED strip blade in diffused poly can’t really do that.

You can get a two tone blade effect from using a photon blade, or maybe an enhanced blade from TCSS like this:

https://www.thecustomsabershop.com/Blades/Blade-Supplies/1-OD-Thick-Walled/1-Thick-walled-Photon-Green8482-PolyC-40-long

I have one of these with a cyan baselit LED and the core (set apart by the diffuser) is a different color from the thickness of the blade. But your color choices are limited.

Not sure what it would look like with pixels though.

Thought about that but have non possible idea right now. Moldable transparent sheet with nano leds that goes on diffusor foam and then in the tube but it should have different corrector pins so it could be programmed to be independent.

Sounds cool. If you build it start a new thread :slight_smile: unless it’s Fett263 library related.

I am having trouble with the ghost busters particle beam style. When attempting to upload to my board, it says that StaticFire is not defined. I’m new to all this and I cannot find a video related to this topic. How can I fix this error?

Make sure you have OS7, the library requires OS7.15 or later, if you have older OS then it will not work.

https://fredrik.hubbe.net/lightsaber/proffieos.html

This page may also come in handy:

Okay I have a issue with blade style code config. So I configured blade style and used Base Style Accent Overlay with timed loop sound called tr.wav(Trasition Sound) with defined value 0 on Proffie OS 7.15 but when I turn saber off the Transition Sound loop is still playing. Should I update to beta or change something?

Post the style information and style code the library generated.

info:copyright Fett263 Simple (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#: AltColor3Arg, Type: Full Blade, Loop: Timed Loop, Time: 0, Delay: 1000, Mod: 0] Uses tr00.wav or tr00/
Preon Effect: Erratic (Apocalypse Version) [Color: PreonColorArg]
Ignition Effect: Lightning Strike [Color: IgnitionColorArg]
PowerUp Effect: Unstable Power Up Forward [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
CoolDown Effect: Unstable Cool Down Reverse [Color: RetractionColorArg]
PostOff Effect: Emitter Cool Off (Emitter Size) [Color: PostOffColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb

Blade Code:StylePtr<Layers<AudioFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<8192>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,TransitionLoopL<TrConcat<TrDoEffect<TrConcat<TrRandom<TrBoingX<WavLen<EFFECT_TRANSITION_SOUND>,4>,TrBoingX<WavLen<EFFECT_TRANSITION_SOUND>,2>,TrBoingX<WavLen<EFFECT_TRANSITION_SOUND>,3>>,AudioFlickerL<RgbArg<ALT_COLOR3_ARG,Rgb<255,255,255>>>,TrInstant>,EFFECT_TRANSITION_SOUND,0>,TrDelayX<Int<1000>>>>,AlphaL<AudioFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,97,0>>>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-6000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<0>>,TrInstant>,Stripes<3000,-3500,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,Black>,BrownNoiseFlicker<RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,200>,RandomPerLEDFlicker<Mix<Int<3137>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>>>,TrFade<800>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,Stripes<3000,3500,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>>,Black>,BrownNoiseFlicker<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<3855>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>>,200>,RandomPerLEDFlicker<Mix<Int<3137>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<3855>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,0,0>>>>>,TrFade<800>>,EFFECT_RETRACTION>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<0,0,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>,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<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,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>>>>,TrSparkX<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<1500,-3000,RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>>>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,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>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<255,97,0>>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,LockupTrL<TransitionEffect<AlphaL<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<22000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>>,300>>,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<22000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>>>,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>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<118,0,194>>,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<118,0,194>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrConcat<TrWipeInX<Mult<IgnitionTime<0>,Int<6553>>>,RandomBlink<30000,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>,Black>,TrJoin<TrDelayX<Mult<IgnitionTime<0>,Int<19660>>>,TrWipeInX<Mult<IgnitionTime<230>,Int<6553>>>>,Mix<SmoothStep<Scale<SlowNoise<Int<30000>>,IntArg<EMITTER_SIZE_ARG,1000>,Sum<Int<5000>,IntArg<EMITTER_SIZE_ARG,1000>>>,Int<-3000>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,TrWipeX<Mult<IgnitionTime<0>,Int<19660>>>>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>,TransitionEffectL<TrConcat<TrExtendX<Mult<WavLen<EFFECT_PREON>,Int<16384>>,TrInstant>,Layers<AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<2000>,Int<1000>>,BrownNoiseFlicker<Black,RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>,100>,RandomPerLEDFlicker<RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>,Mix<Int<8192>,Black,RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>,RotateColorsX<Int<4000>,RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>>>,RotateColorsX<Int<1200>,RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,AlphaL<HumpFlickerL<AlphaL<White,Trigger<EFFECT_PREON,Mult<WavLen<EFFECT_PREON>,Int<8176>>,WavLen<EFFECT_PREON>,Mult<WavLen<EFFECT_PREON>,Int<16384>>>>,40>,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-4000>>>>,TrLoopN<10,TrWaveX<RgbArg<PREON_COLOR_ARG,Rgb<255,97,0>>,Int<200>,Int<200>,Scale<Trigger<EFFECT_PREON,Int<0>,Mult<WavLen<EFFECT_PREON>,Int<24576>>,Mult<WavLen<EFFECT_PREON>,Int<8192>>>,Int<400>,Int<100>>,Int<0>>>>,EFFECT_PREON>,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-4000>>>,TrFadeX<Mult<Scale<IsLessThan<WavLen<EFFECT_POSTOFF>,Int<200>>,WavLen<EFFECT_POSTOFF>,Int<4000>>,Int<10923>>>,AlphaL<Orange,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-4000>>>,TrFadeX<Mult<Scale<IsLessThan<WavLen<EFFECT_POSTOFF>,Int<200>>,WavLen<EFFECT_POSTOFF>,Int<4000>>,Int<10923>>>,AlphaL<Red,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-2000>>>,TrFadeX<Mult<Scale<IsLessThan<WavLen<EFFECT_POSTOFF>,Int<200>>,WavLen<EFFECT_POSTOFF>,Int<4000>>,Int<10923>>>>,EFFECT_POSTOFF>>>()

Looks ok, keep in mind tr.wav is an effect sound so it will play the file in full when triggered. Technically, if the sound restarts before you retract it will finish playing but it shouldn’t play again while off.

You may want to use a Toggle version so you can turn the effect off when you want.

Hi Fernando, I’m having trouble selecting a quote group to assign to my special abilities. I’m trying to use the special abilities to play my quotes (that are separated as sub-sub sounds), but the style editor won’t let me change the “quote group #” selection.

Thanks in advance :slight_smile:

Another question Fernando, would you be willing to share where you got your sound effects for the cortosis clashes?

I’ll have to check next week, I’m out of town currently.

I got sounds from both Kyberphonics and Juan Sith for these.