SABERTEC Golden Harvest v3 Phase 4 Soundboard + MicroSD Card Instruction Manual
- June 5, 2024
- SABERTEC
Table of Contents
Golden Harvest v3 Phase 4 Soundboard + MicroSD Card
SaberTec Owner: Frederic Folz Brentanoweg 3 66802 Überherrn GERMANY
Contact: info@sabertec.net Website: https://sabertec.net
Thank you
Thank you for sharing your passion with us! It’s only your support that
enables us to further develop our technology and continue optimizing it.
Without you, we couldn’t realize our visions! Back in 2016, we founded
SaberTec with the goal to develop a soundboard that can provide the most
impressive and realistic saber experience imaginable four years of hard work
later the Golden Harvest v3 was born. Our company’s fundamental philosophy is
to closely include you, the community, into everything we do may it be the
development of our saber heart, the decision of its name or the further
improvement of it. In this sense, we want to invite you to participate in this
great project. If you have any ideas or wishes, we would be honored if you
would shared them with us! Just write a mail to info@sabertec.net. We are
excited to hear from you!
2
Safety notice
As our Golden Harvest board uses electronic parts, it is sensitive to
electrostatic discharge. Please handle it with care and make sure to install
it correctly. Furthermore, we recommend to use only protected Li-Ion
batteries. Also make sure to check the sections “Soldering advice” and
“Handling advice”. We cannot be held responsible for any damage that arises
from a faulty install or use of the board. Furthermore, be cautious when using
the Golden Harvest v3 if you have photosensitive epilepsy or if you are
photosensitive in general because the light effects can contain a series of
flashing lights.
Legal information
We are not affiliated with The Walt Disney CompanyTM or Lucasfilm Ltd.TM. All
brands and trademarks mentioned are the exclusive property of their respective
owners. Furthermore, we are not affiliated with AdafruitTM. The trademark
NeopixelTM is their exclusive property.
3
Content
Features of the Golden Harvest v3……………………………………………………………………………………………. 6
Technical Specifications……………………………………………………………………………………………………….. 6
Installation and Use…………………………………………………………………………………………………………….. 6 Audio
Engine………………………………………………………………………………………………………………………. 6 Motion Detection
……………………………………………………………………………………………………………….. 7 Light Effects
……………………………………………………………………………………………………………………….. 8 Firmware Updates
…………………………………………………………………………………………………………….. 10 USB Charging and File Transfer
…………………………………………………………………………………………… 10
Evolution of the Board ………………………………………………………………………………………………………….. 11 How to
Recognize the Different Hardware Iterations…………………………………………………………….. 11
Wiring of the Board ………………………………………………………………………………………………………………. 12 Power
Rating and Polarity of LED channels…………………………………………………………………………… 14 Soldering
Advice ……………………………………………………………………………………………………………….. 14 Handling
Advice………………………………………………………………………………………………………………… 15
Battery Recommendation ……………………………………………………………………………………………………… 19 In-Hilt
Setup……………………………………………………………………………………………………………………… 19 Neopixel Setup
…………………………………………………………………………………………………………………. 19
Setting Up Your Board …………………………………………………………………………………………………………… 19 Choosing
Your Hardware Setup ………………………………………………………………………………………….. 19 Choosing Your
Light Effects ………………………………………………………………………………………………… 20
Folder Structure on microSD Card…………………………………………………………………………………………… 20
Hibernation Mode ………………………………………………………………………………………………………………… 20 Motion
Detection Engine ………………………………………………………………………………………………………. 21
Smooth Swing…………………………………………………………………………………………………………………… 21 Legacy Motion
Detection …………………………………………………………………………………………………… 21 General Settings
…………………………………………………………………………………………………………………… 21 Effect
Fonts………………………………………………………………………………………………………………………….. 27 In-Hilt
………………………………………………………………………………………………………………………………. 28
Neopixel…………………………………………………………………………………………………………………………… 41
Classic ………………………………………………………………………………………………………………………….. 48 Color
Flow…………………………………………………………………………………………………………………….. 49 Frozen Pulse
…………………………………………………………………………………………………………………. 50
Wave……………………………………………………………………………………………………………………………. 52 Flame Blade
………………………………………………………………………………………………………………….. 56
Gradient……………………………………………………………………………………………………………………….. 57
4
Focus Deflection ……………………………………………………………………………………………………………. 57 Thunder Storm
……………………………………………………………………………………………………………… 61 Kylo Blade
…………………………………………………………………………………………………………………….. 64 Unstable Blade
……………………………………………………………………………………………………………… 65 Magnetic
Flare………………………………………………………………………………………………………………. 67
Shockwave……………………………………………………………………………………………………………………. 68 Responsive Lockup
………………………………………………………………………………………………………… 71 Responsive Drag
……………………………………………………………………………………………………………. 72 Battery
Indicator…………………………………………………………………………………………………………………… 73 Color
Wheel…………………………………………………………………………………………………………………………. 73 Volume Control
……………………………………………………………………………………………………………………. 73 Accent Fonts
………………………………………………………………………………………………………………………… 73 Blade Folders
……………………………………………………………………………………………………………………….. 79 Sound
Fonts…………………………………………………………………………………………………………………………. 81 Sound Font Settings
File …………………………………………………………………………………………………….. 82 Default Sound Font Package
………………………………………………………………………………………………. 85 Sound File Requirements
…………………………………………………………………………………………………… 86 Background Music
…………………………………………………………………………………………………………….. 88 Common Folder
………………………………………………………………………………………………………………… 88 Firmware Updates
………………………………………………………………………………………………………………… 88 Installing Directly on the
microSD Card………………………………………………………………………………… 88 Installing Using the Seedling
Module …………………………………………………………………………………… 89 USB Charging and File Transfer
Using the Seedling Module ……………………………………………………….. 89 Menu Navigation
………………………………………………………………………………………………………………….. 89 Navigation Using Two
Momentary Buttons ………………………………………………………………………….. 89 Navigation Using Only One
Momentary Button ……………………………………………………………………. 92 Navigation Using One Momentary
Button and One Latching Switch ……………………………………….. 94 Important Notes
…………………………………………………………………………………………………………………… 95 Frequently Asked Questions
………………………………………………………………………………………………….. 95
5
Features of the Golden Harvest v3
Technical Specifications
tiny dimensions of 28.5 mm x 18.5 mm x 3.7 mm / 1.12 ” x 0.73 ” x 0.15 ”
powered by 3.7 V (single 18650 Li-ion cell for example) provides 9 LED
channels that can be customized independently from each other:
o 4 LED channels can deliver up to 9 A each: can drive SingleCrees, DualCrees,
TriCrees and QuadCrees can drive Neopixel
o 5 LED channels can deliver up to 20 mA each: can drive accent, crystal
chamber or switch LEDs for example
o capable of delivering up to 36 A in sum (in practice, both battery and heat
dissipation are the limiting factors here)
o full customizability even of accent LEDs such as switch LEDs or crystal
chamber LEDs using the whole range of our effect engine
optional USB charging and file transfer feature (using our Seedling module,
see below) microSD card slot
Installation and Use huge solder pads for easiest installation possible your
hardware setup can be easily chosen per drag-and-drop on the microSD card full
functionality accessible even if used with only one momentary switch can also
be used with one momentary and one latching switch as well as with two
momentary switches
customizable deep sleep (hibernation mode)
Audio Engine
maximum audio amplifier power output: 4 W o supported speaker power: 1 W – 6 W
o supported speaker impedance: 4 Ohm, 8 Ohm, 16 Ohm and 32 Ohm o high dynamic
range: 115 dB o real-time dynamic range compression o high signal-to-noise
ratio: 100 dB o 16 bit audio sample resolution o integrated speaker protection
algorithms: exceeding voice coil excursion protection overtemperature
protection overcurrent protection undervoltage protection 15 kV ESD protection
of speaker output
full-blown sound effect engine: o unlimited smooth swing pair sounds o
unlimited smooth swing accent sounds o unlimited swing sounds o unlimited
clash sounds o unlimited stab sounds o unlimited spin sounds o unlimited begin
lockup sounds o unlimited lockup sounds
6
o unlimited end lockup sounds o unlimited begin melt sounds o unlimited melt
sounds o unlimited end melt sounds o unlimited begin drag sounds o unlimited
drag sounds o unlimited end drag sounds o unlimited blaster sounds o unlimited
force sounds o unlimited boot sounds o unlimited pre-on sounds o unlimited
power on sounds o unlimited power off sounds o unlimited post-off sounds o
unlimited hum sounds o menu sounds o unlimited sound fonts that contain all
these sound effects o the following sound fonts are supported without needing
to rename any files:
http://www.saberfont.com/Optimized-for-Plecter-CFX-Smooth-Swing-Compatibleby-
Era-_c_92.html background music engine: o unlimited tracks o playlist feature
o can be controlled on the fly o default package comprising 4 music tracks
that come with the board:
“Fate and Fortune” by Scott Buckley “Inflection” by Scott Buckley “Light in
Dark Places” by Scott Buckley “Helios” by Scott Buckley default package
comprising 15 sound fonts that come with the board: o “Balance” by LordBlako
Saber Fonts o “Psy-Borg” by CrystalSoniX o “Daddy Issues Complete” by Fourzze
FX o “Guardian” by LDN Sabers o “Cryo Carbon” by Repulse Custom Sounds o
“Peace” by Kyberphonic Fonts o “Violence” by Kyberphonic Fonts o “Son of
Darkness” by Dark Path Media o “Eternal Prince” by Repulse Custom Sounds o
“The Phantom” by Project Fonts o “The Shadow” by Project Fonts o “Shadows” by
Echo Studio o “The Classic Villain” by Fourzze FX o “Energy Pike” by The
Proplicator o “Knighthood” by Fourzze FX
Motion Detection
both Smooth Swing and legacy motion detection supported Smooth Swing enhanced
by Accent Swings and Accent Spins
7
highly sophisticated legacy motion engine: o customizable sensitivity o ultra
low motion-to-sound latency o detects swings o detects clashs o detects stabs
o detects spins
real-time measurement of orientation of the saber: o display of drag light and
sound effects according to orientation of the saber o usage of pre-on sounds
can be controlled by orientation of the saber o usage of post-off sounds can
be controlled by orientation of the saber o responsive light effects o
interactive menu navigation using orientation of the saber
Light Effects
both in-hilt LEDs and Neopixel (ws2812b) are supported game-changing effect
fonts:
o introduced as an analogue to sound fonts o contain all customizable light
effect parameters o can define certain effect styles just as sound fonts
define certain sound styles o can be changed on the fly o unlimited number of
effect fonts supported, i.e. you can have as many saber effect
styles as you want, not only different colors o pairable with sound fonts on
the fly as the Golden Harvest board remembers with
which effect font a sound font was lastly used o default effect fonts and
manual available on https://sabertec.net/downloads in-hilt LED effects: o
overwhelming light effect engine o full customizability of the effects o each
LED channel can have completely independent light effects o customizability of
crystal chamber effects for example o pulse effects:
conventional pulse speed transition pulse, a.k.a. “HyperPulse” intensity
transition pulse, a.k.a. “ÜberPulse” color transition effects 6 different
pulse shapes: sine, impulse, inverted impulse, rising sawtooth,
falling sawtooth, rectangular o flicker effects:
conventional flicker intensity transition, a.k.a. “PhaseFlicker” 3 different
flicker types: subtractive, additive and mixed flicker synchronization o
configurable fade out o configurable effect duration o independent basic
effects o independent clash effects o independent stab effects o independent
swing effects
8
o independent spin effects o independent lockup effects o independent melt
effects o independent blaster effects o independent force effects o as there
are more than 600 parameters, you can literally invent your own light
effects o assuming there are 1000 possible values for each parameter (which is
a hard under-
estimation), you could create 10^1800 (a one with 1800 zeros) possible effect
fonts that’s more than there are atoms in the universe! o ingenious online
configuration tool for designing, saving and sharing your light effects (will
be released very soon) o also default parameter settings available, so you get
already epic light effects even without having to change any of the
parameters:
10 presets for dedicated color LED 120 presets for RGB LED 120 presets for
RGBW LED 120 presets for RGBA LED Neopixel effects: o overwhelming light
effect engine o full customizability of the effects o comes with three effect
packages comprising more than 900 presets for Neopixel effects that can be
changed on the fly: basic effect package: includes 30 presets default effect
package: includes 140 presets extended effect package: includes 924 presets o
all Neopixel effects consist of background effects and on top effects that can
be arbitrarily combined with each other o 6 different background effect
categories: Classic (e. g. Red, Green, Blue, Flicker, Pulse, …) Color Flow (e.
g. Rainbow, Dual Transition, Blizzard Transition, …) Frozen Pulse (e. g.
Spatial Pulse, Color Pulse, …) Wave (e. g. Railgun, Pulsing Wave, Tiger Tail,
Rattlesnake, Candy Stick, …) Flame Blade (e. g. Red Flame, Green Flame, Blue
Flame, …) Gradient (e. g. Dual Phase, Pulsing Phase, …) o 7 different on top
effect categories: None Focus Deflection Thunder Storm Unstable Blade Kylo
Blade Magnetic Flare Shockwave o configurable fade out o configurable effect
transition: configurable transition time configurable transition type:
· Basic
9
· Window · Unstable Blade · Flame Blade o configurable effect duration o
localized lockup o localized drag o localized melt o localized blaster block o
independent basic effects o independent clash effects o independent stab
effects o independent swing effects o independent spin effects o independent
lockup effects o independent blaster effects o independent force effects 5
independent channels to drive standard accent LEDs capability of defining
unique light effects even for standard accent LEDs sequencer for standard
accent LEDs: o up to 16 different steps o duration of each step customizable o
break between steps customizable up to 8 independent Neopixel accent LEDs
capability of defining unique light effects even for Neopixel accent LEDs
sequencer for Neopixel accent LEDs: o up to 16 different steps o duration of
each step customizable o break between steps customizable
Firmware Updates
there will be free firmware updates on a regular basis which you can simply
install yourself by saving a file on your microSD card
many more features will be introduced with firmware updates in future you’re
invited to take part in planning new features by discussing them with us or
providing
your own ideas in our Golden Harvest soundboard group on Facebook
USB Charging and File Transfer
using our Seedling USB module, the Golden Harvest can be recharged and the
microSD can be accessed via microUSB
charging with up to 1.5 A you can use any wall adapter independent from the
maximum current it can supply thanks to
a smart charging algorithm easy to install as the module needs only 4 wires to
be connected to the Golden Harvest smaller than 11 mm x 19 mm / 0.433″ x
0.748″
10
Evolution of the Board
Since its first release, several minor hardware changes of the Golden Harvest
v3 have been implemented. The different hardware iterations of the board are
labelled as phase 1, 2, 3 and 4. Each of these boards is capable of using the
very same firmware. In the following, we describe how you can determine which
hardware iteration you own and what the differences are.
How to Recognize the Different Hardware Iterations
The phase 1 boards are green, all other boards are black. You can recognize
the phase 2 boards as they have a resistor across two of the 5 circular pads
on the top side of the board. The phase 3 boards have a brown rectangular part
in the upper left corner of the top side of the board. The phase 4 boards are
currently in production. Their look is not yet revealed. They will be the
final hardware iteration.
Phase 1
Phase 2
Phase 3
Phase 4 11
Changes introduced by phase 2: – Decreased wait time when disconnecting and
connecting the battery. – Batt. + pad on the top side instead of on the back
side.
Changes introduced by phase 3: – Wait time when disconnecting and connecting
the battery completely removed. – Part in the upper left corner of the top
side of the board replaced by a protected one to make it more robust against
mistakes during install. – Reverse polarity protection added. – Accent LED
channel 5 added.
Changes introduced by phase 4: – Short protection for the audio amplifier
added. – Audio clarity and volume could be further enhanced. – Protection
against overheating during soldering could be further extended. – ESD
protection of the buttons was enhanced. – ESD protection of the Pixel data
line was enhanced. – ESD protection of the power line was enhanced. – Deep
sleep shelf time was increased (current draw was reduced). – A “PHASE4.GHV”
file is automatically created on the SD card as an identification.
The protection mechanisms added to phase 4 are very powerful. However, this
does not mean that you shouldn’t be careful during soldering and handling.
Wiring of the Board
After getting in touch with the technical specifications, we’ll now come to
how to install the Golden Harvest v3 correctly. The general wiring of our
board is shown in the wiring diagrams on the following pages which are
examples for different LED setups (there are much more possible than shown
though). As mentioned above, our board features four different high-power LED
channels. These are accessible via the pads labelled as “LED1”, “LED2”, “LED3”
and “LED4” which need to be connected to the negative of the LEDs. Please make
sure to use appropriate resistors for your in-hilt LEDs (we don’t take any
responsibility for possible damage due to using inappropriate resistors). To
calculate the needed resistivity, have a look at the data sheets of the LEDs
you want to use. The four high-power LED channels don’t necessarily have to
drive your blade LED as you can even drive accent LEDs with them. If you
decide to use only two LED channels for the blade for example, you can use the
remaining LED channels to drive a switch LED or crystal chamber LEDs for
example. As each LED channel provides up to 9 A, you could even connect up to
450 accent LEDs in parallel to each LED channel (assuming they need 20 mA
each). As you’ll see in one of the following sections, you can even define
custom light effects for the accent LEDs. They can be synchronized to the
blade effects, but you can also choose them to be completely independent of
the blade effects. This enables you to design independent crystal chamber
effects for example.
Another important pad is the “Pwr. Sw.” pad to which you connect the power
switch as its name already suggests. The power switch can be both a momentary
or a latching switch. If you decide to go for a two-switch configuration, you
can add a second switch to the “Aux. Sw.” pad which has to be a momentary
switch. The second pin of each switch has to be connected to the “GND” pad.
For each switch, it is recommended to twist its two wires around each other.
That way, the impact of electromagnetic induction can be reduced. This is
important as electromagnetic induction could
12
potentially lead to random behavior. Furthermore, it is important to use the “GND” pad between the “Aux. Sw.” and the “Pwr. Sw.” pad to solder the ground wire of each switch.
Top side of the board
Back side of the board
The position of the Batt. + pad indicated above holds only for the black boards. For the green boards, please use the Batt. + pad on the back side. The LED channel 5 is only available on phase 3 and phase 4 boards.
The table below lists the functions of each pad on the top side of the board.
Pad Batt. Batt. + Spk. Spk. + Strip D + D Aux. Sw.
GND Pwr. Sw.
LED1 –
LED2 –
LED3 –
LED4 –
LED5 +
Function Connect to negative of battery Connect to positive of battery Connect to negative of speaker Connect to positive of speaker Connect to data line of Neopixel Connect to D + of the USB module Connect to D – of the USB module Connect to auxiliary switch (must be momentary if used) Ground Connect to power switch (can be momentary or latching) High-power LED output (4,2 V and 9 A) High-power LED output (4,2 V and 9 A) High-power LED output (4,2 V and 9 A) High-power LED output (4,2 V and 9 A) Accent LED output (3,3V and 20 mA)
Remark Internally connected to all GND pads
Resistor is already included on the board Second pin of the switch needs to be
connected to GND Second pin of the switch needs to be connected to GND
Only available on phase 3 and 4 boards 13
LED6 + LED7 + LED8 + LED9 +
Accent LED output (3,3V and 20 mA) Accent LED output (3,3V and 20 mA) Accent LED output (3,3V and 20 mA) Accent LED output (3,3V and 20 mA)
Power Rating and Polarity of LED channels
All 9 LED channels of the Golden Harvest v3 are independently configurable. It
features 4 high-power LED channels and 5 standard accent LED channels. The
power rating and the polarity of the respective LED channels is shown below.
The high-power channels can be bridged in any possible combination to deliver
an even higher current, for example to drive Neopixels. The LED channel 5 is
only available on phase 3 and phase 4 boards.
LED channel 1 2 3 4 5 6 7 8 9
Polarity + + + + +
Maximum current draw 9 A 9 A 9 A 9 A 20 mA 20 mA 20 mA 20 mA 20 mA
Soldering Advice
The pads of the Golden Harvest v3 were designed to be as big as possible in
order to make the soldering process as easy as possible. Compared to the other
pads, the pad “Batt. -” has an even higher electrical and thermal
conductivity. The soldering temperature should not exceed 350° C and you
should not heat the pads for longer than 1 – 2 s. Also, make sure to let the
board cool down a bit before proceeding with soldering the next pad. Violating
these safety measures may result in damage of the board.
Special caution needs to be taken when soldering and routing the speaker
wires. The GH v3 features a very powerful audio amplifier that thus needs to
be handled with care. One needs to avoid shortening the speaker wires in order
not to damage the part (this is even important when no sound is played as the
speaker outputs are always able to deliver power even if the speaker is mute).
Possible shortening could potentially occur between the speaker wires, between
the Batt. + wire and one of the speaker wires, between the Batt. – pad and one
of the speaker wires and between the Pixel data line and one of the speaker
wires. In addition to that, a short could possibly occur directly at the
speaker itself because many speakers have solder terminals that can easily
stouch the speaker housing and thus create a short. To sum up, it is important
to avoid a shortening of the speaker wires and a shortening of one of the
speaker wires and any other wire both during soldering and during use of the
board. If a short between the speaker wires occurred, it may damage the audio
amplifier which would result in the part and the SD card holder getting hot or
static noise even after the short was removed.
When soldering the board, make sure to do so while the board is not powered.
That means solder the battery only in the very last step or use a kill key to
keep it disconnected while soldering.
Also, it is recommended to use the rectangular pads on the top side of the
board instead of the circular ones on the back side because those on the top
side are much stronger and thus mechanically more stable. When soldering to
the circular pads, you need to make sure not to exert any tensile stress to
the pads, neither by the wires nor by the soldering iron and not to apply
excessive heat to them. This
14
is important in order to not lift-off the pads due to their small size. Independent of that, it is also important for the rectangular pads to avoid tensile stress exerted by the wires.
Handling Advice
In general, electronics are sensitive to electrostatic discharge. Please
always make sure to be grounded when touching the board. Furthermore, make
sure that the speaker wires never touch each other and that no speaker wire
touches a GND, positive wire or the Pixel data line (at least not their
exposed parts). If they touch each other, the audio amplifier may get damaged
which would result in the board getting hot or static noise of the speaker
even after the wires were separated from each other again and the blade is not
ignited.
In the following, the wiring of a recharge port and of our Seedling USB module
are shown. Both wiring diagrams depict the respecitve connections independent
from the actual LED setup you are using. Please also have a look at the wiring
diagrams for the LED setups.
Recharge Port (in addition to LED wiring)
The wiring of a recharge port is shown below. It is the same for any LED
setup. The recharge port has to be connected such that it connects “Batt. -”
and the negative of the battery if the kill key is pulled out.
Seedling module (in addition to LED wiring)
The wiring of the Seedling module is shown below. It is the same for any LED
setup. Please make sure that the orange and green wires are of same length.
15
In the following, the wiring diagrams for different LED setups are shown. For
in-hilt setups, the resistors can be added either to the positive or the
negative of the LEDs.
Single color blade with separate clash color The wiring of an in-hilt LED as
single color blade with separate clash color is shown below.
RGB The wiring of an in-hilt RGB LED is shown below.
16
RGBW The wiring of an in-hilt RGBW LED is shown below.
Pixel strips without Pixel accents The wiring of a Pixel strip is shown below
(commonly known as NeopixelTM which is a trademark of AdafruitTM with whom we
are not affiliated). There is already a 470 Ohm data line resistor on the
board so that you don’t need to add one. If your blade is pre-resistored, this
will not affect the functionality. To setup your board to use a Pixel strip,
set the parameter “number_of_leds” in the “general.txt” to the number of Pixel
LEDs in your blade. When counting the number of Pixel LEDs, please count only
the Pixel LEDs on one of the two strips in your blade. The common range of
numbers of Pixel LEDs is between 110 and 135. The board supports ws2812b LED
strips. If you want to use standard accent LEDs with a Pixel blade, make sure
to use the pads LED5 – LED9.
17
Pixel strips with Pixel accents The wiring of a Pixel strip with Pixel accents
is shown below. There is already a 470 Ohm data line resistor on the board so
that you don’t need to add one. If your blade is pre-resistored, this will not
affect the functionality. To setup your board to use a Pixel strip, set the
parameter “number_of_leds” in the “general.txt” to the number of Pixel LEDs in
your blade. When counting the number of Pixel LEDs, please count only the
Pixel LEDs on one of the two strips in your blade. The common range of numbers
of Pixel LEDs is between 110 and 135. Beyond that, you need to set the
parameter “number_of_neopixel_accents” in the “general.txt” to the number of
Pixel accents you are using. The board supports ws2812b LED strips. If you
want to use standard accent LEDs with a Pixel blade, make sure to use the pads
LED5 – LED9.
Quad Cree with fixed color The wiring of an In-Hilt Quad Cree LED with fixed
color is shown below.
Resistors are not depicted. They should be used to limit the LED current. 18
Battery Recommendation
We recommend to use the following batteries for the respective LED setups.
In-Hilt Setup
If you’re using a TriCree for example, you are fine with most protected
single-cell Li-ion batteries. Our recommendation is to use a KeepPower 18650
protected battery as this is the one we are using in our own demo sabers. If
you’re using a crossguard setup containing three separate TriCrees in total,
we recommend to use a KeepPower 18650 protected battery that is able to
provide enough current. We recommend to use a battery that is rated for 10 A.
Neopixel Setup
If you’re using Neopixel, we recommend to use a KeepPower 18650 protected
battery that is rated for 15 A.
So, you see that the current rating is of great importance. Why is that? Well,
if you’re using a battery that is only rated for 3 A for example, but you’re
running Neopixel with it, the voltage of the battery will drop strongly. This
low voltage will not only dim your Neopixel, but can also damage the battery
in the long term.
Setting Up Your Board
To setup the Golden Harvest for your saber, please read the following
instructions on how to choose your hardware setup and on how to choose your
light effects.
Choosing Your Hardware Setup
You can easily customize your hardware setup by opening the “general.txt” file
on your microSD card. To configure your board for your hardware setup, it is
sufficient to adjust only three parameters which are described in the
following.
PARAMETER button_mode
usb number_of_leds
DESCRIPTION Defines which button mode you want to use. The following modes are
available:
– button_mode=0: single momentary switch, effect menu, double tap to trigger
some features
– button_mode=4: single momentary switch, effect menu, twisting the saber
instead of double tap to trigger some features
– button_mode=1: one momentary switch and one latching switch – button_mode=2:
two momentary switches, effect change without menu – button_mode=3: two
momentary switches, effect menu – button_mode=6: two momentary switches,
effect menu, twisting the
saber instead of double tap to trigger some features. Defines if you want to
use USB for charging and file transfer. The following values are possible:
– usb=0: disable USB – usb=1: enable USB Defines the number of Pixels in your
blade. Only needed to adjust if you are using Pixel strips. Please count only
the number of LEDs of one of the Pixel strips. Usually, the number is between
110 and 135. The number of LEDs is internally clamped to 140.
There are even more customizable parameters in the “general.txt” of course,
but to configure your Golden Harvest v3 for your hardware setup, only these
three parameters need to be adjusted.
19
Choosing Your Light Effects
You can easily customize your light effects by changing the value of the
parameter “effect_font_slot” in the “general.txt” file on your microSD card.
In the image below, you see which values correspond to the different LED
setups. For Neopixel, there are three default packages available that differ
with respect to the number of presets that they include.
Folder Structure on microSD Card
The Golden Harvest v3 comes with a microSD card containing the default
package. In the picture below, you can see the folder structure of the microSD
card. Let’s go through it from top to bottom. The first folder is the
“EffectFonts” folder which contains the different effect fonts of your saber.
Similarly, there is a “SoundFonts” folder containing all the sound fonts of
your saber. By default, your Golden Harvest v3 comes with 15 different sound
fonts. The maximum possible number of sound fonts is not limited though. The
next folder is the “UserInterfaceSounds” folder which contains all user
interface sounds like the battery indicator sounds or the volume control
sounds for example. In addition to these folders, there is the “general.txt”
file which will be described in detail in one of the next section. Beyond
that, there may be an “UPDATE_D.DAT” file. As its name suggests, it is related
to the firmware update feature of the board. This file is automatically
created after a firmware update has been installed. To install a new firmware
update, you just need to remove the “UPDATE_D.DAT” file and replace it by the
new firmware update file “update.dat”.
Hibernation Mode
The Golden Harvest board features also a Hibernation Mode which allows a
shelf-time of several months. The board enters this mode once it wasn’t used
for 5 minutes while it`s powered. This default value can be customized by
adjusting the parameter “deep_sleep” which will be described in more
20
detail in the “General Settings” section below. You can wake the board up from
the Hibernation Mode by pressing the power button.
Motion Detection Engine
A key feature of our board is its highly sophisticated motion detection
engine. The Golden Harvest v3 supports both smooth swing and legacy motion
detection. The latter is automatically used whenever a sound font does not
contain any smooth swing pairs. These different modes are described below.
Smooth Swing
One of the outstanding capabilities of the Golden Harvest v3 is its smooth
swing engine that creates swing sound effects in dependence on the motion
speed in real time giving rise to the most realistic experience possible. The
Golden Harvest v3 measures the speed with which your saber rotates and
generates the corresponding swing sound effects accordingly. Furthermore,
accent swings are added to the experience. Their volume is modulated by the
rotation speed of your saber.
Legacy Motion Detection
The legacy motion detection engine is capable of detecting four different
movements: swings, clashs, stabs and spins. Although all of them are detected
by a complex algorithm, we tried to reduce the set of parameters for
calibrating the motion engine as far as possbile. We were able to limit it to
only one sensitivity parameter for each type of motion, apart from spins which
intrinsically have two parameters to specify. As it will be described in more
detail in the “General Settings” section, each type of motion has a threshold
parameter that belongs to it. This threshold parameter is a measure for the
sensitivity as it specifies how strong a motion has to be in order to detect
the respective motion type. The higher the threshold is, the smaller is the
sensitivity. In addition to the threshold parameter, spins have a trigger
duration parameter. It describes how long the motion has to be stronger than
specified by the threshold parameter without any interruption. Virtually, this
corresponds to how long you have to rotate your saber without any interruption
in order to trigger a spin.
General Settings
The general settings of your Golden Harvest v3 board can be found in the
“general.txt” file on your microSD card. When the board boots, it loads all
the parameters that are contained in this file. These parameters define the
behavior of your board. You can customize the parameters in the “general.txt”
using a text editor or using our online configurator which will be available
very soon. The picture below shows how the “general.txt” file looks when
opened using a text editor.
21
22
PARAMETER volume
button_off_time button_on_time button_short_time button_normal_time
button_long_time button_mode
DESCRIPTION Defines the maximum possible volume of your saber. Ranges from 0
(mute) to 400 (maximum loudness). Recommended value of 100. Please check if
your speaker can handle such a high volume when increasing the volume to
higher values than 100. We cannot be held responsible for any speaker damage
that results from overpowering them. Defines how long you have to press the
power button to turn your saber off. Defines how long you have to press the
power button to turn your saber on. In the menu navigation, a short button
press triggers certain features (see section “Menu navigation”). This
parameter defines how long you have to press a button to be recognized as a
short press. In the menu navigation, a normal button press triggers certain
features (see section “Menu navigation”). This parameter defines how long you
have to press a button to be recognized as a normal press. In the menu
navigation, a long button press triggers certain features (see section “Menu
navigation”). This parameter defines how long you have to press a button to be
recognized as a long press. Defines which switch configuration you’re using. A
value of 0 corresponds to a single momentary switch, a value of 1 corresponds
to one momentary switch and one
23
button_reverse blade_double_tap
stab_ignition swing_ignition twist_retraction twist_protection color_wheel
color_wheel_tilt_speed color_wheel_twist_speed volume_control
latching switch and a value of 2 corresponds to two momentary switches. For
more options, please check the section “Menu navigation”. Defines if the
auxiliary and the power button are swapped. A value of 0 means that they are
not swapped and a value of 1 means that they are swapped. This feature is not
active yet. As described in the “Effect Fonts” section, there are background
effects and on top effects that can be changed on the fly. Usually, different
background effects correspond to different colors. If this parameter is set to
1, a double tap changes the background effects and a single tap changes the on
top effects. If it is set to 0, a single tap changes the background effects
and a double tap changes the on top effect. Please keep in mind that for some
button layouts described in the section “Menu navigation”, a double tap is
replaced by a twist motion of the saber. Defines if a stab ignites the saber.
A value of 0 disables this feature and a value of 1 enables it. This parameter
is only used if a sound font does not contain a “settings.txt” that also
allows to customize the stab ignition. Otherwise the stab ignition will be
customized in the “settings.txt”. Defines if a swing ignites the saber. A
value of 0 disables this feature and a value of 1 enables it. This parameter
is only used if a sound font does not contain a “settings.txt” that also
allows to customize the swing ignition. Otherwise the swing ignition will be
customized in the “settings.txt”. Defines if a twist retracts the saber. A
value of 0 disables this feature and a value of 1 enables it. This parameter
is only used if a sound font does not contain a “settings.txt” that also
allows to customize the twist retraction. Otherwise the twist retraction will
be customized in the “settings.txt”. The twist retraction is blocked if the
movement of the saber is stronger than this parameter. This avoids that the
saber accidentally turns off during movement. Controls the color wheel
feature. A value of 0 disables this feature. All other values enable it. A
value of 1 allows to change the color by tilting the saber, a value of 2
allows to change the color by twisting the saber and a value of 3 allows to
change the color both by tilting the saber and twisting it. Defines the
sensitivity of the color wheel to tilting the saber. Defines the sensitivity
of the color wheel to twisting the saber. Controls the volume control feature.
A value of 0 disables this feature. All other values enable it. A value of 1
allows to change the volume by tilting the saber, a value of 2 allows to
change the volume by twisting the saber and a
24
volume_control_tilt_speed volume_control_twist_speed orientation
swing_threshold clash_threshold stab_threshold spin_threshold
spin_trigger_duration accent_swing_threshold accent_spin_threshold
twist_threshold
swing_cooldown clash_cooldown
value of 3 allows to change the volume both by tilting the saber and twisting
it. Defines the sensitivity of the volume control to tilting the saber.
Defines the sensitivity of the volume control to twisting the saber. Defines
the orientation of the board in your saber which is required for the
orientation detection based features to work properly. If the high power LED
output pads point towards the tip of your saber, please set this parameter to
0. If they point towards the pommel of your saber, please set this parameter
to 1. Defines the minimum rotation speed of your saber required to trigger a
swing when using the legacy motion detection. The lower this value, the more
sensitive your swing detection is. Defines the minimum strength with which you
hit an obstacle required to trigger a clash. The lower this value, the more
sensitive your clash detection is. Defines the minimum strength with which you
perform a stab required to trigger a stab. The lower this value, the more
sensitive your stab detection is. Defines the minimum rotation speed of your
saber required to trigger a spin when using the legacy motion detection. The
lower this value, the more sensitive your spin detection is. Defines how long
you have to rotate your saber with the minimum rotation speed defined by
“spin_threshold” without any interruption to trigger a spin. The lower this
value, the more sensitive your spin detection is. Defines the minimum rotation
speed of your saber required to trigger an accent swing when using smooth
swing. The lower this value, the more sensitive your accent swing detection
is. Defines the minimum rotation speed of your saber required to trigger an
accent spin when using smooth swing. The lower this value, the more sensitive
your accent spin detection is. Defines the minimum twist speed around the
pommel to tip axis of your saber required to recognize a twist motion. The
twist motion is used by some button layouts described in the section “Menu
navigation” instead of a double tap. The lower this value, the more sensitive
your twist detection is. Defines how long no other swing can be triggered
after a swing has been detected. Can protect swings from a too fast
interruption by other swings. Defines how long no other clash can be triggered
after a clash has been detected. Can protect clashs from a too fast
interruption by other clashs.
25
stab_cooldown spin_cooldown blasterblock_protection forcepush_protection
effect_fading number_of_leds number_of_neopixel_accents usb poweron
poweroff
Defines how long no other stab can be triggered after a stab has been
detected. Can protect stabs from a too fast interruption by other stabs.
Defines how long no other spin can be triggered after a spin has been
detected. Can protect spins from a too fast interruption by other spins.
Defines how long no motion can be triggered after a blaster block has been
triggered. This holds only for legacy motion detection. If you want to protect
the blaster block completely, set this parameter to a high value. Defines how
long no motion can be triggered after a force push has been triggered. This
holds only for legacy motion detection. If you want to protect the force push
completely, set this parameter to a high value. Defines the transition time
between two different effects when you change the background effect or the on
top effect. If you are using Pixel strips, set this parameter to the number of
Pixel LEDs in your blade. Please count only the number of LEDs of one of the
Pixel strips. Usually, the number is between 110 and 135. The number of LEDs
is internally clamped to 140. Set this parameter to the number of Pixel
accents you are using. Defines whether or not you are using the USB file
transfer feature of the Seedling. Set this parameter to 0 if you are not using
the USB feature and set it to 1 if you are using the USB feature. Defines the
ignition duration if you are using Pixel strips. If you set this parameter to
0, the ignition duration will be coupled to the duration of the poweron sound.
If you set this parameter to a value different from 0, this value will give
the ignition duration in units of 5 milliseconds. A value of 100 corresponds
to an ignition duration of 500 milliseconds for example. This parameter is
only used if a sound font does not contain a “settings.txt” that also allows
to customize the ignition duration. Otherwise the ignition duration defined in
the “settings.txt” will be used. Defines the retraction duration if you are
using Pixel strips. If you set this parameter to 0, the retraction duration
will be coupled to the duration of the poweron sound. If you set this
parameter to a value different from 0, this value will give the retraction
duration in units of 5 milliseconds. A value of 100 corresponds to a
retraction duration of 500 milliseconds for example. This parameter is only
used if a sound font does not contain a “settings.txt” that also allows to
customize the retraction duration. Otherwise the retraction duration defined
in the “settings.txt” will be used.
26
power_save deep_sleep
Defines the percentage by which the brightness of the blade is reduced when power saving is activated. Defines the time after which the board enters the Hibernation Mode if it’s not used used while it’s powered. Values are given in seconds.
Effect Fonts
During the development of our Golden Harvest board we focused in particular on
a high customizability of the light and sound effects. Here, especially two
aspects were very important to us. On the one hand, our goal was to provide
you an overwhelming, realistic experience that let’s you dive into another
world. On the other hand, the light and sound effects should be versatilely
configurable such that you could even create your very own world by giving
your lightsaber an unique style. May it be simple, complex or even exotic
effects due to the great variety of our settings, you can realize almost
every effect you can imagine and literally even invent own ones. On the Golden
Harvest v3, you can use more than 600 parameters for in-hilt setups and
several thousands for Neopixel setups which are customizable by using our
online configurator. Just unleash your creativity! But even if you’re not
willing to change many parameters: our Golden Harvest board can also be run
without changing any parameter at all as it comes with a default set of
parameter values.
Before we give you a detailed description of all the possible settings, we
show you how to adjust them. For in-hilt, the parameters of all your different
light effect styles are distributed among a “color.txt” file and an
“effect[number].txt”. A pair of a “color.txt” and an “effect[number].txt”
contains all the parameters that define the look of your saber and is called
an “effect font” which we introduced as an analogue to “sound fonts”. One pair
could create a green blade with a strong flickering for example whereas
another one could create a red, pulsing blade that appears to be unstable due
to an ÜberPulse effect. And the best thing is: you’re also able to change both
the “color.txt” and the “effect[number].txt” on the fly while the saber is
turned on! For Neopixel, there is a similar concept. Here, all the different
light effect styles are described by a pair of a “background.txt” file and an
“ontop[number].txt” file. Similar to the in-hilt setup, such a pair is called
an “effect font”. The first file contains parameters describing the color and
the background effect whereas the second one contains parameters describing
the on top effect. Both the background effect and the on top effect can be
changed on the fly.
The mentioned files are accessible on your microSD card. You can open them
with all common text editors, independent of your operating system. So, one
possibility of changing the light effects of your saber or creating your own
light effects is to adjust the respective parameter values in the files
manually. This is rather a choice of purists. The other possibility is to use
our revolutionizing online configurator to design your custom effects! We’re
very proud of this configurator as we spent months of hard work and a lot of
passion to provide you a flabergasting experience and make your eyes sparkle.
In the online configurator, you can adjust all the parameteres graphically via
numerical input fields, multiple-choice fields or sliders. One of the most
impressive features of it is a real-time preview of the light effects you’re
just creating. It shows an animation of how your saber would look like using
these parameter values. The configurator comes with two different graphic
settings as well as two different degrees of complexity. If you’re using a
desktop computer with an older graphics card or a mobile device, we recommend
to use the “fast graphics” option. If you’re accessing the configurator with a
modern computer with a powerful graphics card, we recommend to use the “fancy
graphics” setting. Depending on whether you want to adjust a smaller set of
parameters or the full range, you can use the “easy mode” or the “advanced
mode”, respectively. A more detailed description of our
27
configurator you can find on https://sabertec.net/downloads. The support of
Neopixel is currently on the way.
Our configurator will be accessible on our website soon.
Now, we come to the description of the parameters you can customize manually
in the effect fonts or with our configurator. There are slight differences
between in-hilt effect fonts and Neopixel effect fonts. First, we will have a
look at the in-hilt effect fonts.
In-Hilt
The basic structure of the in-hilt effect fonts is shown below. We go through
it from top to bottom. The effect fonts consist of 10 different blocks of
similar structure. Each of these blocks corresponds to one of the 10 different
states the saber can be in: ignition, basic, swing, clash, stab, spin, lockup,
melt, blaster block or force push. By adjusting the parameters in a certain
block, you can customize the light effects of the corresponding saber state.
But… wait a minute. This is genious! So, you can even assign special light
effects to swings for example! A color change during the swing would be really
exotic though, but you could even design a rather smooth light effect change
during the swing: for example a weak flicker. So, each time you swing your
saber it would flicker, simulating a blade that gets unstable because of
sourcing more energy from the diatium power cell and dissipating it. You see
it’s possible to literally invent your own custom light effects! As mentioned
before, an effect font is a pair of a “color.txt” file and an
“effect[number].txt” file. Hereby, the first one contains the parameters
defining the colors of your blade in the different states of the saber and the
second one contains the parameters describing the actual light effects. Almost
all parameters have the format “parameter=value1,value2,value3,value4”,
whereby “value1” is the value of the parameter for LED channel 1, “value2” is
the value of the parameter for LED channel 2 and so on. Thus, these parameters
can be set for each LED channel independently! This creates an enormous range
of different light effects that enables your saber to literally become unique.
Let’s first have a look at the “color.txt” file. As the set of parameters is
almost the same for all of the states, we consider the basic state as an
example in the following. This is the state the saber is in when no motion is
triggered. The respective parameters of this state are shown below.
28
In the “color.txt” file, you can define the color of your blade, whether an LED channel drives a blade LED or an accent LED and whether one of the LED channels should display a delayed ignition (the latter is not active yet). One of the fascinating features of our board is that the accent channels are not different from the blade channels with respect to the customizability of the light effects. You can define the full range of light effects also for accent LEDs, completely independet of the blade LEDs if you want! This is a really amazing feature, especially if you want to enlighten a crystal chamber for example. With our board, you can design unique crystal chamber effects, may it be a simple flicker or pulse effect or a more advanced, exotic effect like a color transition. In the following, the parameters of the color of the basic state are described.
PARAMETER led
accent
DESCRIPTION Defines the relative power with which the respective LED channels are driven and thus the color of the blade. Ranges from 0 to 1023 for each channel. A value of 0 means that the respective LED channel provides no power, whereas a value of 1023 means that the respective LED channel provides the maximum power. If you set “led=0,300,600,1023” for example, this means that LED channel 1 gets no power, LED channel 2 gets a power value of 300, LED channel 3 gets a power value of 600 and LED channel 4 gets a power value of 1023. Defines whether an LED channel is used for driving a blade LED or an accent LED. A value of 0 means that the respective LED channel is used for driving a blade LED whereas a value of 1 means that the respective LED channel is used for driving an accent LED. If you want to use the first three channels for the blade LED and the fourth channel for the lighting of a switch for example, you should choose “accent=0,0,0,1”. The only difference between blade channels and accent channels is that the latter are already powered when the kill key is pulled, but the saber is not ignited yet.
So far, these are all parameters of the basic state in the “color.txt” file. As mentioned above, the other states, namely ignition, clash, stab, swing, spin, lockup, melt, blaster block and force push have similar parameters, except from the “accent” and “delay” parameters. They need to be set only in the basic state. Therefore, the other saber states do not contain them. For all of the additional states, except from lockup and melt, there are two more parameters each in comparison to the basic state: effect duration and fade out. Let’s have a look at the clash state for example. All the clash parameters are shown below.
29
As you can see, you have the same degree of customizability just as in the
basic state, whereby the parameters here have the additional prefix “cl_”
which indicates that they belong to the clash state. In addition to these
settings you also have the parameters “cl_duration” and “cl_fade_out”. The
parameter “cl_duration” describes how long the clash light effects are shown,
given relatively to the length of the clash sounds. It ranges from 0 to 100,
which corresponds to a duration of 0 % of the clash sounds (disabled clash
light effects) or a duration of 100 % of the clash sounds (light effects are
shown until the end of the clash sounds is reached), respectively. This is an
amazingly powerful customization parameter. On the one hand, you could create
light effects that are very short like an epic, sudden flash when a clash is
triggered for example. On the other hand, you could create light effects that
maintain very long which could simulate a blade that is strongly affected by
the clash and takes a long time to stabilize again. Here, you have again the
full freedom in designing your very own, unique light effects as you could
also choose values of 70 % for example or any other value within the
respective range. The parameter “cl_fade_out” forms a congenial feature
together with the clash duration. When a clash is triggered and the clash
light effects occur, they start to smoothly fade out to the basic light
effects. This is done by mixing continuously more and more of the basic
effects to the clash effects. The parameter “cl_fade_out” describes how fast
this transition between the clash and basic effects occurs. It is given
relatively to the duration of the clash light effects and ranges from 0 to
100. A value of 0 corresponds to a duration of 0 % of the clash light effects
duration (disabled fade out, the clash effects are immediately interrupted by
the basic effects when they end). A value of 100 corresponds to a duration of
100 % of the clash light effects duration (smoothest transition possible).
Using the fade out parameter, you can create flabbergasting effects. If you
have a red blade with a white LED flashing on clash and if you set a fade out
for example, the blade color smoothly changes from white over white-red to red
again as the blade stabilizes after the clash. The other states, namely,
ignition, stab, swing, spin, blaster block and force push also have a duration
and fade out parameter with the very same functionality as in the clash state
each. The only thing that is different between these states is the prefix of
the parameters. Now, let’s turn to the “effect[number].txt” file. The
parameters of the basic state are shown in the image below.
30
The structure consists of two parts: a flicker part and a pulse part. Let’s
have a look at the flicker part first. It’s called the flicker part as the
parameters that it contains define a flicker effect. This effect creates
random (but also deterministic if you want) and sudden drops in the power
level defined by the parameter “led”. It can be characterised by three basic
properties: the flicker intensity, the flicker delay and the flicker duration.
Hereby, the flicker intensity describes how deep these drops are whereas the
flicker delay describes the temporal distance between two successive drops.
The flicker duration describes how long these power drops maintain. The
picture below illustrates these three characteristic properties of the flicker
effect graphically. It shows the power an LED gets over time from one LED
channel (the term power may not be technically correct here, but it
intuitively describes it best). As you can see, the flicker intensity,
duration and delay can vary over time which will become clear in the next
section.
31
In the following, we give an overview of the parameters of the flicker part and a short description. The parameters are marked by different colors. These indicate whether they’re for users who only want to change a few parameters (black) or for more advanced users who want to unleash the full-blown effect engine (green).
PARAMETER flicker_min_intensity, flicker_max_intensity
DESCRIPTION Define the minimum and maximum flicker intensity (see description above). The actual flicker intensity varies randomly over time within the interval between these two values. The higher the flicker intensity, the stronger the flicker effect appears. Each LED channel has its own value.
Example: flicker_min_intensity = 200,0,600,200 flicker_max_intensity = 700,0,600,1023
In this case, the minimum flicker intensity of channel 1 is 200 whereas the maximum flicker intensity is 700 which means that the actual flicker intensity varies over time within the interval between 200 and 700. In LED channel 2, both the minimum and maximum flicker intensity is 0 which corresponds to a disabled flicker effect. The other channels are treated analogously.
The picture above is a screenshot from our online configurator and illustrates
the meaning of both the “flicker_min_intensity” and the
“flicker_max_intensity” parameter. It shows the change of the LED power over
32
time using a flicker effect with the same intensity parameters as in channel 1 in the previous example. As you can see, the depth of each drop in the LED power varies randomly within the interval between the flicker minimum and maximum intensity, i.e. between 200 and 700 in this case.
flicker_min_duration, flicker_max_duration
Define the minimum and maximum flicker duration (see description above). The actual flicker duration varies randomly over time within the interval between these two values. The smaller the duration, the shorter the power drops are. Each LED channel has ist own value.
Example: flicker_min_duration = 1,1,5,1 flicker_max_duration = 5,1,5,5
In this case, the minimum flicker duration is 1 in LED channel 1 and the maximum flicker duration is 5. This means that the actual flicker duration varies randomly over time within the interval between 1 and 5. In LED channel 2, both the minimum and maximum flicker duration are 1. This means that every power drop has duration 1. The other channels are treated analogously.
flicker_min_delay, flicker_max_delay
The picture above is a screenshot from our online configurator and illustrates
the meaning of both the “flicker_min_duration” and the “flicker_max_duration”
parameter. It shows the change of the LED power over time using a flicker
effect with the same duration parameters as in channel 1 in the previous
example. As you can see, the duration of each drop in the LED power varies
randomly within the interval between the flicker minimum and maximum
intensity, i.e. between 1 and 5 in this case.
Define the minimum and maximum flicker delay (see description above). The
actual flicker delay varies randomly within the interval between these two
values. The smaller the flicker delay, the higher the speed of the flicker
effect appears. Each LED channel has its own value.
Example: flicker_min_delay = 1,1,1,1 flicker_max_delay = 5,1,5,10
In this case, the minimum flicker delay is 1 in LED channel 1 and the maximum
delay is 5. This means that the actual flicker delay varies randomly over time
within the interval between 1 and 5. In LED channel 2, both the minimum and
33
maximum flicker delay are 1. This means that the actual flicker delay is always 1.
flicker_period, flicker_phase_shift
The picture above is a screenshot from our online configurator and illustrates
the meaning of both the “flicker_min_delay” and the “flicker_max_delay”
parameter. It shows the change of the LED power over time using a flicker
effect with the same delay parameters as in channel 1 in the previous example.
As you can see, the delay between two successive drops in the LED power varies
randomly within the interval between the minimum and maximum flicker delay,
i.e. between 10 and 50 in this case. These values are usually too big for a
conventional flicker effect and were only chosen that high for a better
visualization.
The maximum flicker intensity changes smoothly over time back and forth (sine-
like) between “flicker_min_intensity” and “flicker_max_intensity”. Thus, the
interval between the minimum and maximum flicker intensity changes over time.
The parameter “flicker_period” describes how fast or slow this change occurs.
The higher the value, the slower the transition happens. Ranges from 0 (no
change over time at all) to 65535. When your saber is turned on, the maximum
flicker intensity first has the value “flicker_max_intensity”, before it
decreases to the value “flicker_min_intensity”. The parameter
“flicker_phase_shift” can shift this behavior so that the maximum flicker
intensity starts with the value “flicker_min_intensity” instead for example.
Ranges from 0 (no shift) to 359 (maximum shift). We call the intensity
transition effect PhaseFlicker. It can be disabled by setting “flicker_period”
to 0. In this case, the maximum flicker intensity hast he value
“flicker_max_intensity” and remains constant. We call the intensity transition
effect PhaseFlicker. Each LED channel has ist own value.
Example: flicker_period = 600,0,300,1000 flicker_phase_shift = 0,0,180,0
In this case, the flicker period is 600 in LED channel 1 which means that the
maximum flicker intensity varies over time between “flicker_min_intensity” and
“flicker_maximum_intensity” with a transition duration of 600. This is
especially interesting if you choose “flicker_minimum_intensity=0” as in this
configuration, your saber would undergo a smooth transition between two
34
phases: no flicker present and flicker present. This could simulate a saber that undergoes a transition between a stable and an unstable state for example. In LED channel 2, there is no smooth change in the flicker intensity over time (the flicker transition effect is disabled). Only the original random changes within the interval between “flicker_min_intensity” and “flicker_max_intensity” remain. The other channels are treated analogously.
sync1, sync2
color_protection
The picture above is a screenshot from our online configurator and illustrates
the meaning of the “flicker_period” parameter. It shows the change of the LED
power over time using a flicker effect with the same “flicker period”
parameter value as in channel 1 in the previous example. As you can see, the
depth of each drop in the LED power varies randomly within the interval
between the flicker minimum and maximum intensity, whereby the latter changes
periodically between the parameter values “flicker_min_intensity” and
“flicker_max_intensity”.
As mentioned above, both the flicker duration and delay vary randomly over
time between their respective minimum and maximum values defined by the
corresponding parameters. This leads to the fact that even if you use the same
duration and delay parameter values for different LED channels, the drops in
the LED power don’t necessarily occur at the same time. By using the “sync1”
and “sync2” parameters, you can synchronize the LED channels such that the
drops in the LED power always occur at the same time. Both parameters can be 0
or 1 for each channel. All LED channels with a value of 1 are synchronized.
Example: sync1=1,0,1,0 sync2=0,1,0,1
In this case, the LED channels 1 and 3 are synchronized as well as the LED
channels 2 and 4. Now, you also see why there are two synchronization
parameters: to cover all possible combinations, you need two. This can be
interesting for a crystal chamber for example. By using the synchronization
parameters, you could both synchronize the blade LED channels and the chamber
LED channels.
Defines whether or not the LED channels 1, 2 and 3 are fully synchronized. By
setting the “color_protection” parameter to 1, the LED channels 2 and 3 follow
the same behavior as LED channel 1. This can be useful when driving an in-hilt
LED for which you bridged the LED channels 1, 2 and 3 for example. A value of
0 disables the synchronization and a value of 1 enables it. This parameter has
only one value for all LED channels.
35
flicker_type
Defines the type of the flicker effect. A flicker effect cannot only create sudden power drops which is called “subtractive type”, but also sudden power peaks which is called “additive type”. Furthermore, a flicker effect also can mix both types by creating sudden power drops and peaks in a random manner which is called “mixed type”. A value of 0 corresponds to the subtractive type, a value of 1 to the additive type whereas a value of 2 corresponds to the mixed type. Each LED channel has its own value.
Example: flicker_type = 0,1,0,0
In this case, channel 1 displays a flicker of type 0 which corresponds to a subtractive type whereas channel 2 displays a flicker of type 1 which corresponds to an additive type. An additional flicker type can be especially interesting as on top clash effect or to enlighten a crystal chamber. By using it, you could configure a “chamber flash” that creates random light bursts. The other channels are treated analogously.
subtractive type (0)
additive type (1)
mixed type (2)
The pictures above are screenshots from our online configurator and illustrate
the meaning of the “flicker type” parameter. It shows the change of the LED
power over time using a subtractive, additive or mixed flicker effect,
respectively. As you can see, a subtractive flicker effect creates drops in
the LED power whereas an additive one creates peaks and a mixed one creates
both drops and peaks. For the additive and the mixed flicker effect, all the
other parameters described above have the same meaning as for the subtractive
flicker effect.
In the following, we’ll turn to the pulse part of the basic light effects.
It’s situated below the flicker part and defines as its name suggests a
pulse effect. In contrast to the flicker effect, the pulse effect creates
periodic and smooth drops (sine-like) in the LED power that is defined by the
parameter “led”. It can be characterised by two basic properties: the pulse
intensity and the pulse period. Hereby, the
36
pulse intensity describes how deep the pulse effect smoothly digs into the LED
power. In addition to that, the pulse period describes the duration of one
drop. Thus, it is a measure for the pulse speed. The smaller the values of the
pulse period, the faster the LED pulses.
The picture below illustrates these two characteristic properties of the pulse
effect graphically. It shows the power an LED gets over time from one LED
channel using a pulse effect. Both pulse intensity and period can also vary
over time which will become clear in the next section.
In the following, we give a list of all the parameters of the pulse part and a short description. Similarly to the flicker part, the parameters are marked by different colors. These indicate whether they’re for users who only want to change a few parameters (black) or for more advanced users who want to unleash the full-blown effect engine (green).
PARAMETER pulse_min_intensity, pulse_max_intensity
pulse_intensity_change_period, pulse_intensity_phase_shift
DESCRIPTION Define the minimum and maximum pulse intensity. The actual pulse
intensity changes over time periodically within the interval between
“pulse_min_intensity” and “pulse_max_intensity” (see picture below). We call
this intensity change effect “ÜberPulse”. It can be disabled by setting
“pulse_min_intensity” and “pulse_max_intensity” to the same value. By doing
so, one obtains a conventional pulse effect with a constant pulse intensity.
Each LED channel has its own value.
Example: pulse_min_intensity=200,300,0,0 pulse_max_intensity=600,300,1023,0
In this case, LED channel 2 shows a pulse effect with a minimum intensity of
200 and a maximum intensity of 600. Thus, drops in the LED power are
periodically created with a depth that changes over time repetitively back and
forth within the interval between 200 and 600. By that, you can create a pulse
effect that starts almost invisible and gets stronger and stronger over time
for example. LED channel 1 shows a pulse effect with an intensity of 300 which
means that the pulse effect periodically digs into the LED power down to a
depth of 300. The other LED channels are treated analogously.
The parameter “pulse_intensity_change_period” defines how long the periodic
change of the pulse intensity from the minimum to the maximum value and back
again takes (see picture below). Thus, it is a
37
measure for how fast the transition between a pulse with intensity
“pulse_min_intensity” and one with intensity “pulse_max_intensity” occurs. The
smaller the value of “pulse_intensity_change_period”, the faster the
transition occurs. If you turn your saber on and if you have set a pulse
effect with an intensity transition, the pulse will begin with its maximum
intensity, before changing to its minimum intensity (see picture below). You
can change this behavior by adjusting the parameter
“pulse_intensity_phase_shift”. By changing its value, you can shift the
transition such that the pulse begins with its minimum intensity instead of
its maximum intensity for example. Each LED channel has its own value.
Example: pulse_intensity_change_period=600,0,1000,0
pulse_intensity_phase_shift=0,0,180,0
In this case, LED channel 1 shows a pulse intensity change with a period of
600. In LED channel 2, the pulse intensity change is disabled as a value of 0
means that the pulse intensity doesn’t change over time. Its constant value is
“pulse_maximum_intensity”. The other LED channels are treated analogously.
pulse_min_period, pulse_max_period
The picture above is a screenshot from our online configurator and illustrates
the meaning of the “pulse_min_intensity”, “pulse_max_intensity” and
“pulse_intensity_change_period” parameter. It shows the change of the LED
power over time using a pulse effect with the same parameter value as in
channel 1 in the previous two examples. As you can see, the actual pulse
intensity, i.e the depth of each drop in the LED power varies smoothly within
the interval between the minimum and maximum pulse intensity.
Define the minimum and maximum period of the pulse effect. The actual period
of the pulse effect changes periodically within the interval between these two
values. As mentioned above, the pulse period is a measure for the pulse speed.
The smaller the pulse period, the higher the pulse speed. Thus, you can create
a pulse whose speed changes periodically over time. We call this speed
transition effect HyperPulse. You can disable it by setting both parameters
“pulse_min_period” and “pulse_max_period” to the same value. This creates a
conventional pulse effect. Each LED channel has its own value.
Example:
38
pulse_modulation_period, pulse_modulation_phase_shift
pulse_min_period=100,100,1000,1000 pulse_max_period=100,1000,1000,1000
In this case, the pulse period is constant at a value of 100 in LED channel 1
as both minimum and maximum period have the same value. LED channel 2 shows a
pulse with a period that changes back and forth within the interval between
100 and 1000. Thus, you get a pulse that periodically decreases and increases
its speed. This can create an amazing look as it simulates a blade that
undergoes a transition between a calm and an aggressive phase. The other LED
channels are treated analogously.
The parameter “pulse_modulation_period” defines how long the periodic change
between the minimum and maximum period, i.e. the maximum and minimum speed
takes. Thus, it is a measure for how fast this speed transition occurs. The
smaller the value of “pulse_modulation_period”, the faster the transition
occurs. If you turn your saber on and if you have set a pulse effect with
speed transition, it starts with its minimum period, before continously
changing to its maximum period (see picture below). Each LED channel has its
own value.
Example: pulse_modulation_period=1000,10000,0,0
pulse_modulation_phase_shift=0,180,0,0
In this case, the actual pulse period changes within the interval between
“pulse_minimum_period” and “pulse_maximum_period” with a transition duration
of 1000 in LED channel 1. LED channel 2 shows a pulse with a speed transition
duration of 10000 and a phase shift of 180. This means that the pulse starts
with ist maximum period instead of its minimum period. The other LED channels
are treated analogously.
pulse_shape
The picture above is a screenshot from our online configurator and illustrates
the meaning of the “pulse_min_period”, “pulse_max_period” and the
“pulse_modulation_period” parameter. It shows the change of the LED power over
time using a pulse effect with the same parameter values as in channel 1 in
the previous two examples. As you can see, the pulse speed varies smoothly
within the interval between the minimum and maximum pulse speed.
Defines the shape of the periodic, smooth drops into the LED power that the
pulse effect creates. A value of 0 corresponds to a sine shape (which was used
in the pictures above), a value of 1 to an impulse shape, a value of 2 to an
inverted impulse shape, a value of 3 to a rising sawtooth shape, a value of 4
to a falling sawtooth shape and a
39
value of 5 to a rectangular shape (see the picture below). Each LED channel
has its own value.
Example: pulse_shape=0,1,0,0
In this case, the pulse effect in LED channel 1 creates sine shaped periodic,
smooth drops in the LED power. LED channel 2 shows a pulse effect that creates
impulse shaped periodic, smooth drops in the LED power. The other LED channels
are treated analogously.
sine shape (0)
rectangular shape (5)
impulse shape (1)
inverted impulse shape (2)
rising sawtooth (3)
falling sawtooth (4)
The picture above is a screenshot from our online configurator and illustrates
the meaning of the “pulse_shape” parameter. It shows the change of the LED
power over time using a pulse effect with sine, impulse, inverted impulse,
rising sawtooth, falling sawtooth or rectangular shape, respectively. For the
pulse shapes different than sine, all the other parameters described above
have the same meaning as for the sine shaped pulse effect.
So far, these are all parameters that define the light effects of the basic
state. As mentioned above, the other states, namely ignition, clash, stab,
swing, spin, lockup, melt, blaster block and force push have exactly the same
parameters. Thus, they can be customized in the same manner as the basic
state. Let’s have a look at the clash state for example. All the clash
parameters are shown below.
40
Neopixel
The structure of the Neopixel background effect and on top effect files is
shown below. The Neopixel light effects engine of our board uses these two
different types of effects in order to provide you with the highest possible
customization. You can imagine background effects and on top effects as
different layers of effects. The background effect determines basic
characteristics like the color, a flicker effect or a pulse effect. The on top
effect is added on top of the background effect as its name already suggests.
A possible on top effect is an unstable blade effect. If you have a slightly
flickering red blade as background effect and add an unstable blade effect as
on top effect, this will create a slightly flickering red blade with an
unstable appearance. In general, on top effects modify the spatial structure
of the underlying background effect. The background effect and on top effect
files also consist of 10 different blocks of similar structure. Each of these
blocks corresponds to one of the 10 different states the saber can be in:
ignition, basic, swing, clash, stab, spin, lockup, melt, blaster block or
force push. By adjusting the parameters in a certain block, you can customize
the light effects of the corresponding saber state.
41
As the set of parameters that define the light effects is almost the same for
all of the states, we consider the basic state as an example in the following.
This is the state the saber is in when no motion is triggered. Let’s first
have a look at the background effect file. In this file, you can find the
parameters that describe the background effect. Comments are indicated by
hashtags and are ignored by the board when reading out the parameters
contained in the file. Below the headline “Background Effect” there is a
headline describing which background effect was chosen in the respective
state. In this example, the background effect “Classic” was chosen which
corresponds to the light effects of the in-hilt setup. However, this headline
is only a guide to the eye for the user. The board recognizes that this
background effect is selected by reading out the parameter “bg=0”.
42
Similarly to the in-hilt setup, the other states, namely ignition, clash,
stab, swing, spin, lockup, melt, blaster block and force push have exactly the
same parameters. Thus, they can be customized in the same manner as the basic
state. For all of these additional states, there are even more parameters in
comparison to the basic state. These parameters customize the fading of the
light effects of these states back to the light effects of the basic state.
Let’s have a look at the clash state for example. All the clash parameters are
shown below.
43
As you can see, you have the same degree of customizability just as in the
basic state, whereby the parameters here have the additional prefix “cl_”
which indicates that they belong to the clash state. In addition to these
settings you also have the parameters “cl_duration” and “cl_fade_out” among
other parameters. These parameters are summarized into a “Fading” section. The
parameter “cl_duration” describes how long the clash light effects are shown,
given relatively to the length of the clash sounds. It ranges from 0 to 100,
which corresponds to a duration of 0 % of the clash sounds (disabled clash
light effects) or a duration of 100 % of the clash sounds (light effects are
shown until the end of the clash sounds is reached), respectively. This is an
amazingly powerful customization parameter. On the one hand, you could create
light effects that are very short like an epic, sudden flash when a clash is
triggered for example. On the other hand, you could create light effects that
maintain very long which could simulate a blade that is strongly affected by
the clash and takes a long time to stabilize again. Here, you have again the
full freedom in designing your very own, unique light effects as you could
also choose values of 70 % for example or any other value within the
respective range. The parameter “cl_fade_out” forms a congenial feature
together with the clash duration. When a clash is triggered and the clash
light effects occur, they start to smoothly fade out to the basic light
effects. This is done by mixing continuously more and more of the basic
effects to the clash effects. The parameter “cl_fade_out” describes how fast
this transition between the clash and basic effects occurs. It is given
relatively to the duration of the clash light effects and ranges from 0 to
100. A value of 0 corresponds to a duration of 0 % of the clash light effects
duration (disabled fade out, the clash effects are immediately interrupted by
the basic effects when they end). A value of 100 corresponds to a duration of
100 % of the clash light effects duration (smoothest transition possible).
Using the fade out parameter, you can create flabbergasting effects. If you
have a red blade with a white LED flashing on clash and if you set a fade out
for example, the blade color smoothly changes from white over whitered to red
again as the blade stabilizes after the clash.
Let’s now consider the next parameter of the “Fading” section. The parameter
“cl_fade_out_type” specifies the style of the fading. In the following, the
meaning of the different values of this parameters is given:
– cl_fade_out_type=0: During the fading, the clash light effects are
localized. That means that only a customizable section of the blade displays
the clash light effects and lets the basic light effects shine through more
and more. This section can be customized by the parameters “cl_size”,
“cl_min_position”, “cl_max_position” and “cl_smooth”. Hereby, the parameter
“cl_size” defines the size of the section of the blade that
44
displays the clash light effects. The value are given as number of LEDs. The
position of the section of the blade that displays the clash light effects
varies randomly between “cl_min_position” and “cl_max_position”. The
smoothness of the transition between the section that displays the clash light
effects and the rest of the blade is given by “cl_smooth”.
– cl_fade_out_type=1: During the fading, the clash light effects dissolve and
let the basic light effects shine through more and more. This is the unstable
fading setting 1.
– cl_fade_out_type=2: During the fading, the clash light effects dissolve and
let the basic light effects shine through more and more. This is the unstable
fading setting 2.
– cl_fade_out_type=3: During the fading, the clash light effects dissolve and
let the basic light effects shine through more and more. This is the unstable
fading setting 3.
– cl_fade_out_type=4: During the fading, the clash light effects dissolve and
let the basic light effects shine through more and more. This is the unstable
fading setting 4.
– cl_fade_out_type=5: During the fading, the clash light effects dissolve and
let the basic light effects shine through more and more. This is the unstable
fading setting 5.
– cl_fade_out_type=6: During the fading, the clash light effects are localized
and their position moves periodically from the bottom of the blade to the tip
and let the basic light effects shine through more and more. This is the
running fading setting 1.
– cl_fade_out_type=7: During the fading, the clash light effects are localized
and their position moves periodically from the bottom of the blade to the tip
and let the basic light effects shine through more and more. This is the
running fading setting 2.
– cl_fade_out_type=8: During the fading, the section of the blade that
displays the clash light effects behaves like a flame blade and lets the basic
light effects shine through more and more. This is the flame blade fading
setting 1.
– cl_fade_out_type=9: During the fading, the section of the blade that
displays the clash light effects behaves like a flame blade and lets the basic
light effects shine through more and more. This is the flame blade fading
setting 2.
– cl_fade_out_type=10: During the fading, the clash light effects are
displayed along the whole blade and let the basic light effects shine through
more and more.
– cl_fade_out_type=11: During the fading, the section of the blade that
displays the clash light effects moves up and down the blade and lets the
basic light effects shine through more and more.
So far, we discussed all parameters of the “Fading” section, except from some
parameters that are only available for the ignition state as they allow to
customize the ignition effect. In the image below,
45
the fading parameters of the ignition state are shown. In addition to the parameters we already know from the other states, there are a series of parameters that we will describe in the following.
PARAMETER ig_stuttering
ig_stuttering_speed ig_tip_flash_size
DESCRIPTION Defines whether or not the stuttering ignition effect should be
used. A value of 0 disables this ignition effect and a value of 1 enables it.
If it is enabled, additional ignition effects that may be set in the “Fading”
section are ignored. When this effect is activated, it simulates a blade that
assembles itself from pieces during ignition.
Example: ig_stuttering=1
In this case, the stuttering effect is enabled. Defines the speed at which the
blade assembles itself from pieces during ignition if the stuttering effect is
enabled.
Example: ig_stuttering_speed=200
In this case, the speed of the stuttering effect is 200. The tip flash effect
is an ignition effect. When this effect is activated, it creates a white tip
that moves from the bottom of the blade to its top when it is ignited. The
color can be customized, too. This parameter defines the size of the dot that
moves from the bottom of the blade to
46
ig_tip_flash_color ig_base_flash_size ig_base_flash_rand ig_base_flash_duration ig_base_flash_color
its top when it is ignited. The tip flash effect can be deactivated by
choosing a value of 0.
Example: ig_tip_flash_size=1
In this case, the size of the dot that moves from the bottom of the blade to
its top is 1. The tip flash effect is an ignition effect. When this effect is
activated, it creates a white tip that moves from the bottom of the blade to
its top when it is ignited. The color can be customized, too. This parameter
defines the color of the dot that moves from the bottom of the blade to its
top when it is ignited.
Example: ig_tip_flash_color=255,255,255
In this case, the color of the dot that moves from the bottom of the blade to
its top is white. The base flash effect is an ignition effect. When this
effect is activated, it creates a white flash at the bottom of the blade when
it is ignited that simulates an explosive ignition. The color can be
customized, too. This parameter defines the size of the flash at the bottom of
the blade when it is ignited. The bottom flash effect can be deactivated by
choosing a value of 0.
Example: ig_base_flash_size=50
In this case, the size of the flash at the bottom of the blade is 50. The base
flash effect is an ignition effect. When this effect is activated, it creates
a white flash at the bottom of the blade when it is ignited that simulates an
explosive ignition. The color can be customized, too. This parameter defines
the aggressivity of the flash at the bottom of the blade when it is ignited.
Example: ig_base_flash_rand=70
In this case, the aggressivity of the flash at the bottom of the blade is 70.
The base flash effect is an ignition effect. When this effect is activated, it
creates a white flash at the bottom of the blade when it is ignited that
simulates an explosive ignition. The color can be customized, too. This
parameter defines the duration of the flash at the bottom of the blade when it
is ignited. The value is given as percentage of the ignition duration.
Example: ig_base_flash_duration=50
In this case, the flash at the bottom of the blade is displayed for the first
50% of the duration of the ignition. The base flash effect is an ignition
effect. When this effect is activated, it creates white flash at the bottom of
the blade when it is ignited that simulates an explosive ignition. The color
can be customized, too. This parameter defines the color of the flash at the
bottom of the blade when it is ignited.
47
ig_use_basic_effects
Example: ig_base_flash_color=255,255,255
In this case, the color of the flash at the bottom of the blade is white.
Defines whether you want to use custom ignition effects or the basic light
effects should be displayed during ignition. A value of 0 means that the
custom ignition effects are used and a value of 1 means that the basic light
effects are used.
Example: ig_use_basic_effects=0
In this case, the custom ignition effects are used.
Now, let’s come to the file containing the parameters of the on top effect. Similarly to the background effect file, a headline indicates which on top effect was chosen. In this example, the on top effect “Kylo Blade” was chosen which creates a variation of an unstable blade. However, this headline is only a guide to the eye for the user. The board recognizes that this on top effect is selected by reading out the parameter “ot=2”.
In the following, we will describe all the different background effects and on
top effects. Let’s first consider the background effects. There are 6
different effect categories: Classic, Color Flow, Frozen Pulse, Wave, Flame
Blade and Gradient. All of them will be described in detail in the next
sections.
Classic The background effect Classic basically extends the light effects of
the In-Hilt RGB setup to Neopixel. Therefore, you can find an extensive
description of the parameters in the “In-Hilt” section. All the parameters of
the background effect Classic are of the form
“parameter=value1,value2,value3,value4” with each value representing a
different color. Value 1 stands for the red channel, value 2 stands for the
green channel and value 3 stands for the blue channel. Currently, value 4 does
not represent any color channel.
48
Color Flow The background effect Color Flow generates a smooth sequence of colors that enlighten the blade emerging from its lower end and moving ahead to its tip with a configurable speed. Also the color sequence and the width of each color section as well as the smoothness of the transition between the different color sections can be customized. The parameters of the background effect Color Flow are listed below.
PARAMETER color_flow_color1 color_flow_color2 color_flow_color3 color_flow_color4 color_flow_color5 color_flow_color6
DESCRIPTION Defines the first color of the color sequence in RGB code. When
your saber is ignited and a Color Flow effect is active, this is the first
color that will emerge from the lower end of your blade and move to its tip.
Example: color_flow_color1=255,0,0
In this case, the first color of the color sequence is red which is given by
the RGB value (255, 0, 0). Defines the second color of the color sequence in
RGB code. When your saber is ignited and a Color Flow effect is active, this
is the second color that will emerge from the lower end of your blade and move
to its tip.
Example: color_flow_color2=0,255,0
In this case, the first color of the color sequence is green which is given by
the RGB value (0, 255, 0). Defines the third color of the color sequence in
RGB code. When your saber is ignited and a Color Flow effect is active, this
is the third color that will emerge from the lower end of your blade and move
to its tip.
Example: color_flow_color3=0,0,255
In this case, the first color of the color sequence is blue which is given by
the RGB value (0, 0, 255). Defines the fourth color of the color sequence in
RGB code. When your saber is ignited and a Color Flow effect is active, this
is the fourth color that will emerge from the lower end of your blade and move
to its tip.
Example: color_flow_color5=255,255,0
In this case, the fourth color of the color sequence is yellow which is given
by the RGB value (255, 255, 0). Defines the fifth color of the color sequence
in RGB code. When your saber is ignited and a Color Flow effect is active,
this is the fifth color that will emerge from the lower end of your blade and
move to its tip.
Example: color_flow_color5=0,255,255
In this case, the fifth color of the color sequence is cyan which is given by
the RGB value (0, 255, 255). Defines the sixth color of the color sequence in
RGB code. When your saber is ignited and a Color Flow effect is active, this
is the sixth color that will emerge from the lower end of your blade and move
to its tip.
Example:
49
color_flow_range color_flow_fading
color_flow_speed color_flow_responsive
color_flow_color6=255,0,255
In this case, the sixth color of the color sequence is magenta which is given
by the RGB value (255, 0, 255). Defines the length of each color section of
the six different color sections of the sequence. This parameter takes six
different values. The first value defines the length of the first color
section, the second value defines the length of the second color section and
so on.
Example: color_flow_range=10,20,30,10,10,10
In this case, the first color of the sequence is displayed over a length of
10, the second color over a length of 20, the third color over a length of 30
and the fourth, fifth and sixth color over a length of 10. Defines how smooth
the transition between two successive color sections of the color sequence is.
This parameter takes six different values. The first value describes the
smoothness of the transition from the first to the second color section of the
color sequence, the second value describes the smoothness of the transition
from the second to the third color section of the color sequence and so on.
Example: color_flow_fading=10,30,10,10,10,10
In this case, the transition from the first color section to the second color
section takes place over a length of 10, the transition from the second color
section to the third color section takes place over a length of 30 and so on.
Defines the speed with which the sequence of color sections moves from the
lower end of the blade to its tip.
Example: color_flow_speed=100
In this case, the sequence of color sections moves from the lower end of the
blade to its tip with a speed of 100. Defines if the effect reacts to gestures
in real-time by changing the smoothness of the transitions of the color
sections. A value of 0 disables this feature. All other values enable it. A
value of 1 lets the effect react to tilting the saber, a value of 2 lets it to
react to twisting the saber and a value of 3 lets it react to both tilting the
saber and twisting it.
Example: color_flow_responsive=1
In this case, the smoothness of the transitions between the color sections can
be changed by tilting the saber.
Frozen Pulse The background effect Frozen Pulse creates a pulsating spatial pattern on your blade that can be periodically shifted over time. The parameters of the background effect Frozen Pulse are shown below.
PARAMETER frzn_pls_color
DESCRIPTION All the parameters of the Frozen Pulse effect take three values.
The first values of all parameters belong to the same effect channel as do the
second and third values. This parameter
50
frzn_pls_shape
frzn_pls_int frzn_pls_contrast frzn_pls_period frzn_pls_offset
defines the color of each channel which can be assigned to red, green or blue.
The effect channels can be customized independently from each other. If one of
the values of this parameter is set to 0, this assigns the corresponding
effect channel to red. If it is set to 1, this assigns the corresponding
effect channel to blue. If it is set to 2, this assigns the corresponding
effect channel to green.
Example: frzn_pls_color=0,1,2
In this case, the first effect channel is assigned to red, the second is
assigned to blue and the third is assigned to green.
Defines the spatial structure of the pattern on your blade. A value of 0
creates a sine pattern, a value of 1 creates an impulse pattern, a value of 2
creates an inverted impulse pattern, a value of 3 creates a rising sawtooth
pattern, a value of 4 creates a falling sawtooth pattern, a value of 5 creates
a triangle pattern and a value of 6 creates a rectangle pattern.
Example: frzn_pls_shape=0,1,5
In this case, the first effect channel displays a sine pattern, the second
displays an impulse pattern and the third displays a rectangle pattern.
Defines the maximum intensity of each effect channel. The intensity can take
values between 0 and 255.
Example: frzn_pls_int=255,100,100
In this case, the first effect channel has a maximum intensity of 255, the
second has a maximum intensity of 100 and the third has a maximum value of
100. Defines the contrast of each effect channel. The higher the contrast, the
stronger the spatial pattern is visible. The contrast can take values between
0 and 100.
Example: frzn_pls_contrast=30,100,100
In this case, the first effect channel has a contrast of 30, the second has a
contrast of 100 and the third has a contrast of 100. Defines the period with
which the spatial pattern of each effect channel pulsates.
Example: frzn_pls_period=100,100,100
In this case, the first effect channel has a period of 100, the second has a
period of 100 and the third has a period of 100. Defines the offset of the
spatial pattern of each effect channel. The offset can take values between 0
and 359.
Example: frzn_pls_offset=0,90,90
51
frzn_pls_min_dens
frzn_pls_max_dens
frzn_pls_dens_change_range frzn_pls_int_change_range frzn_pls_spd
In this case, the first effect channel has an offset of 0, the second has an
offset of 90 and the third has an offset of 90. The spatial pattern of the
Frozen Pulse effect consists of brighter and darker spots on the blade. The
inverse distance of these spots is referenced as density in the following. The
density of the pattern can spatially change across the blade. This parameter
defines the minimum density of the spatial pattern of each effect channel.
Example: frzn_pls_min_dens=20,20,100
In this case, the first effect channel has a minimum density of 20, the second
has a minimum density of 20 and the third has a minimum density of 100. The
spatial pattern of the Frozen Pulse effect consists of brighter and darker
spots on the blade. The inverse distance of these spots is referenced as
density in the following. The density of the pattern can spatially change
across the blade. This parameter defines the maximum density of the spatial
pattern of each effect channel.
Example: frzn_pls_max_dens=20,20,100
In this case, the first effect channel has a maximum density of 20, the second
has a maximum density of 20 and the third has a maximum density of 100.
Defines the length of the section of the blade along which the density of each
effect channel varies between its minimum value given by “frzn_pls_min_dens”
and its maximum value given by “frzn_pls_max_dens”.
Example: frzn_pls_dens_change_range=1000,2000,5000
In this case, the first effect channel has a density change range of 1000, the
second has a density change range of 2000 and the third has a density change
range of 5000. Currently not active. Defines the speed with which the
pulsating spatial pattern of each effect channel moves forward and backward
along the blade.
Example: frzn_pls_spd=50,100,100
In this case, the first effect channel has a speed of 50, the second has a
speed of 100 and the third has a speed of 100.
Wave The background effect Wave generates waves that emerge from the lower end of your blade and propagate to its tip. The parameters of the background effect Wave are shown below.
52
PARAMETER wave_led wave_color
wave_shape wave_min_intensity wave_max_intensity
DESCRIPTION Defines the background intensity of each effect channel. This is
the intensity that would be displayed when no wave would propagate along the
blade. The wave pattern digs into this background intensity.
Example: wave_led=255,0,0
In this case, the background intensity of the first effect channel is 255, the
background intensity of the second effect channel is 0 and the background
intensity of the third effect channel is 0. All the parameters of the Wave
effect take three values. The first values of all parameters belong to the
same effect channel as do the second and third values. This parameter defines
the color of each channel which can be assigned to red, green or blue. The
effect channels can be customized independently from each other. If one of the
values of this parameter is set to 0, this assigns the corresponding effect
channel to red. If it is set to 1, this assigns the corresponding effect
channel to blue. If it is set to 2, this assigns the corresponding effect
channel to green.
Example: wave _color=0,1,2
In this case, the first effect channel is assigned to red, the second is
assigned to blue and the third is assigned to green.
Defines the spatial structure of the wave. A value of 0 creates a sine wave, a
value of 1 creates an impulse wave, a value of 2 creates an inverted impulse
wave, a value of 3 creates a rising sawtooth wave, a value of 4 creates a
falling sawtooth wave, a value of 5 creates a triangle wave and a value of 6
creates a rectangle wave.
Example: wave _shape=0,1,5
In this case, the first effect channel displays a sine wave, the second
displays an impulse wave and the third displays a rectangle wave. Defines the
minimum depth of each effect channel by which the wave digs into the
background intensity.
Example: wave_min_intensity=255,0,0
In this case, the minimum depth of the first effect channel by which the wave
digs into the background intensity is 255, the minimum depth of the second
effect channel by which the wave digs into the background intensity is 0 and
the minimum depth of the third effect channel by which the wave digs into the
background intensity is 0. Defines the maximum depth of each effect channel by
which the wave digs into the background intensity.
53
wave_int_change_period wave_int_phase_shift wave_min_period wave_max_period wave_modulation_period
Example: wave_max_intensity=255,0,0
In this case, the maximum depth of the first effect channel by which the wave
digs into the background intensity is 255, the maximum depth of the second
effect channel by which the wave digs into the background intensity is 0 and
the maximum depth of the third effect channel by which the wave digs into the
background intensity is 0. The wave pattern changes its intensity periodically
between “wave_min_intensity” and “wave_max_intensity”. This parameter defines
the period of this change of each effect channel.
Example: wave_int_change_period=100,100,100
In this case, the intensity change period of the first effect channel is 100,
the intensity change period of the second effect channel is 100 and the
intensity change period of the third effect channel is 100. The wave pattern
changes its intensity periodically between “wave_min_intensity” and
“wave_max_intensity”. This parameter defines at which intensity the wave of
each effect channel starts when you ignite your saber. This parameter takes
values between 0 and 359.
Example: wave_int_phase_shift=0,120,120
In this case, the intensity phase shift of the first effect channel is 0, the
intensity phase shift of the second effect channel is 120 and the intensity
phase shift of the third effect channel is 120. Defines the minimum period of
each effect channel at which the waves are generated at the lower end of your
blade. Higher values correspond to smaller speeds of generating the waves.
Example: wave_min_period=200,300,300
In this case, the minimum period of the first effect channel is 200, the
minimum period of the second effect channel is 300 and the minimum period of
the third effect channel is 300. Defines the maximum period of each effect
channel at which the waves are generated at the lower end of your blade.
Higher values correspond to smaller speeds of generating the waves.
Example: wave_max_period=200,300,300
In this case, the maximum period of the first effect channel is 200, the
maximum period of the second effect channel is 300 and the maximum period of
the third effect channel is 300. The period of each effect channel at which
the waves are generated at the lower end of your blade alternates between
“wave_min_period” and “wave_max_period” over time. This
54
wave_modulation_phase_shift
wave_phase_shift wave_spd wave_responsive
parameter defines the time needed for a transition between “wave_min_period ”
and “wave_max_period” to take place.
Example: wave_modulation_period=1000,2000,2000
In this case, the modulation period of the first effect channel is 1000, the
modulation period of the second effect channel is 2000 and the modulation
period of the third effect channel is 2000. The period of each effect channel
at which the waves are generated at the lower end of your blade alternates
between “wave_min_period” and “wave_max_period” over time. This parameter
defines at which period the wave starts when igniting your saber. This
parameter takes values between 0 and 359.
Example: wave_modulation_phase_shift=0,270,0
In this case, the modulation phase shift of the first effect channel is 0, the
modulation phase shift of the second effect channel is 270 and the modulation
phase shift of the third effect channel is 0. Defines the starting point of
the wave when igniting your saber. This parameter takes values between 0 and
359.
Example: wave_phase_shift=0,120,120
In this case, the phase shift of the first effect channel is 0, the phase
shift of the second effect channel is 120 and the phase shift of the third
effect channel is 120. Defines the speed at which the wave propagates from the
lower end of your blade to its tip.
Example: wave_spd=100,200,100
In this case, the speed of the wave of the first effect channel is 100, the
speed of the wave of the second effect channel is 200 and the speed of the
wave of the third effect channel is 100. Defines if the effect reacts to
gestures in real-time by changing the speed at which the waves are generated.
A value of 0 disables this feature. All other values enable it. A value of 1
lets the effect react to tilting the saber, a value of 2 lets it to react to
twisting the saber and a value of 3 lets it react to both tilting the saber
and twisting it.
Example: wave_responsive=1
In this case, the speed at which the waves are generated can be changed by
tilting the saber.
55
Flame Blade The background effect Flame Blade lets your blade look like a flame that evolves over time as new sparks of the fire ignite at the lower end of your blade. The underlying algorithm that creates the flame effect simulates the behavior of a real fire which makes the flame effect as authentic as possible. The color gradient of the flame is determined by four different colors characterising the color of the hottest part of the flame, the higher medium temperature part of it, the lower medium part of it and the coolest part of it. The parameters of the background effect Flame Blade are shown below.
PARAMETER flame_blade_color1 flame_blade_color2
flame_blade_color3
flame_blade_color4
DESCRIPTION Defines the color of the coolest part of the flame.
Example: flame_blade_color1=0,0,0
In this case, the coolest part of the flame is of black color which is given
by the RGB value (0, 0, 0). Defines the color of the lower medium temperature
part of the flame.
Example: flame_blade_color2=255,0,0
In this case, the lower medium temperature part of the flame is of red color
which is given by the RGB value (255, 0, 0). Defines the color of the higher
medium temperature part of the flame.
Example: flame_blade_color2=255,255,0
In this case, the higher medium temperature part of the flame is of yellow
color which is given by the RGB value (255, 255, 0). Defines the color of the
hottest part of the flame.
Example: flame_blade_color2=255,255,255
flame_blade_cooling flame_blade_fueling flame_responsive
In this case, the hottest part of the flame is of red color which is given by
the RGB value (255, 255, 255). Defines how strongly the flame is cooled.
Higher values lead to shorter flames.
Example: flame_blade_cooling=40
In this case, the cooling of the flame is 40. Defines how strongly the flame
is fueled. Higher values lead to more roaring flames.
Example: flame_blade_fueling=50
In this case, the fueling of the flame is 50. Defines if the effect reacts to
gestures in real-time by changing the aggressivity of the flame. A value of 0
disables this feature. All other values enable it. A value of 1 lets the
effect react to tilting the saber, a value of 2 lets it to react to twisting
the
56
saber and a value of 3 lets it react to both tilting the saber and twisting
it.
Example: flame_blade_responsive=1
In this case, the aggressivity of the flame can be changed by tilting the
saber.
Gradient The background effect Gradient creates a color gradient across the blade. This color gradient can change periodically over time. The parameters of the background effect Gradient are shown below.
PARAMETER gradient_number_of_colors gradient_speed gradient_color1
gradient_color2
DESCRIPTION Defines the number of different colors between which the gradient
is created. Only allowed value is 2 at the moment.
Example: gradient_number_of_colors=2
In this case, the number of different colors between which the gradient is
created is 2. Defines the speed with which the color gradient alternates
between the lower end of your blade and its tip.
Example: gradient_speed=100
In this case, the speed with which the color gradient alternates between the
lower end of your blade and its tip is 100.” Defines the first of the two
colors between which a color gradient is created.
Example: gradient_color1=255,0,0
In this case, the first of the two colors between which a color gradient is
created is red which is given by the RGB value (255, 0, 0). Defines the second
of the two colors between which a color gradient is created.
Example: gradient_color1=0,0,255
In this case, the second of the two colors between which a color gradient is
created is blue which is given by the RGB value (0, 0, 255).
Now, let’s have a look at the on top effects of the Golden Harvest v3 for
Neopixel setup. There are 6 different categories: Focus Deflection,
Thunderstorm, Kylo Blade, Unstable Blade, Magnetic Flare and Shockwave.
Focus Deflection The on top effect Focus Deflection creates a focus point on
your blade that moves forward and backward along the blade.
57
PARAMETER focus_defl_color
focus_defl_type focus_defl_shape
focus_defl_int
DESCRIPTION All the parameters of the Focus Deflection effect take three
values. The first values of all parameters belong to the same effect channel
as do the second and third values. This parameter defines the color of each
channel which can be assigned to red, green or blue. The effect channels can
be customized independently from each other. If one of the values of this
parameter is set to 0, this assigns the corresponding effect channel to red.
If it is set to 1, this assigns the corresponding effect channel to blue. If
it is set to 2, this assigns the corresponding effect channel to green.
Example: focus_defl_color=0,1,2
In this case, the first effect channel is assigned to red, the second is
assigned to blue and the third is assigned to green.
Defines the appearance of the focus point that moves forward and backward
along the blade. This parameter takes values between 0 and 3 corresponding to
four different types of appearance.
Example: focus_defl_type=0,0,1
In this case, the first effect channel displays a focus point of type 0, the
second displays a focus point of type 0 and the third displays a focus point
of type 1.
Defines the type of movement of the focus point along the blade. A value of 0
creates a sine movement, a value of 1 creates an impulse movement, a value of
2 creates an inverted impulse movement, a value of 3 creates a rising sawtooth
movement, a value of 4 creates a falling sawtooth movement, a value of 5
creates a triangle movement and a value of 6 creates a rectangle movement.
Example: focus_defl_shape=2,4,5
In this case, the first effect channel displays an inverted impulse movement
of the focus point, the second displays a falling sawtooth movement of the
focus point and the third displays a triangle movement of the focus point.
Defines the intensity of the focus point. This parameter takes values between
0 and 255.
Example: focus_defl_int=255,100,100
In this case, the first effect channel displays a focus point with intensity
of 255, the second displays a focus point with intensity of 100 and the third
displays a focus point with intensity of 100.
58
focus_defl_size focus_defl_position_offset focus_defl_smooth focus_defl_spark_int focus_defl_spark_delay focus_defl_min_range
Defines the size of the focus point.
Example: focus_defl_size=1,1,5
In this case, the first effect channel displays a focus point of size 1, the
second displays a focus point of size 1 and the third displays a focus point
of size 5.
Defines the offset of the starting point of the focus point when you ignite
your blade. This parameter takes values between 0 and 359.
Example: focus_defl_position_offset=0,180,90
In this case, the first effect channel displays a focus point with an offset
of the starting point of 0, the second displays a focus point with an offset
of the starting point of 180 and the third displays a focus point with an
offset of the starting point of 90. Defines the smoothness of the focus
point.59 Example: focus_defl_smooth=10,10,20
In this case, the first effect channel displays a focus point with smoothness
of 10, the second displays a focus point with smoothness of 10 and the third
displays a focus point with smoothness of 20.
Defines the intensity of the sparkling of the focus point. This parameter
takes values between 0 and 255.
Example: focus_defl_spark_int=255,100,100
In this case, the first effect channel displays a focus point with sparkling
intensity of 255, the second displays a focus point with sparkling intensity
of 100 and the third displays a focus point with sparkling intensity of 100.
Defines the delay between successive intensity drops of the focus point.
Higher values lead to a lower speed of the sparkling.
Example: focus_defl_spark_delay=1,1,1
In this case, the first effect channel displays a focus point with sparkling
delay of 1, the second displays a focus point with sparkling delay of 1 and
the third displays a focus point with sparkling delay of 1.
Defines the minimum range in which the focus points moves forward and backward
along the blade. Takes values between 0 and 100. The values are given as
percentage of the whole blade length.
59
focus_defl_max_range focus_defl_range_change_period focus_defl_min_speed focus_defl_max_speed
Example: focus_defl_min_range=50,90,100
In this case, the first effect channel displays a focus point with minimum
range of 50, the second displays a focus point with minimum range of 90 and
the third displays a focus point with minimum range of 100.
Defines the maximum range in which the focus points moves forward and backward
along the blade. Takes values between 0 and 100. The values are given as
percentage of the whole blade length.
Example: focus_defl_max_range=50,90,100
In this case, the first effect channel displays a focus point with maximum
range of 50, the second displays a focus point with maximum range of 90 and
the third displays a focus point with maximum range of 100.
The movement of the focus point along the blade is restricted to the range of
the effect. The range changes over time between “focus_defl_min_range” and
“focus_defl_max_range”. This parameter defines the period with which the range
changes between “focus_defl_min_range” and “focus_defl_max_range”.
Example: focus_defl_range_change_period=1000,5000,10000
In this case, the first effect channel displays a focus point whose range of
movement changes with a period of 1000, the second displays a focus point
whose range of movement changes with a period of 5000 and the third displays a
focus point whose range of movement changes with a period of 10000.
Defines the minimum speed at which the focus points moves forward and backward
along the blade.
Example: focus_defl_min_speed=100,50,50
In this case, the first effect channel displays a focus point that moves at a
minimum speed of 100, the second displays a focus point that moves at a
minimum speed of 50 and the third displays a focus point that moves at a
minimum speed of 50.
Defines the maximum speed at which the focus points moves forward and backward
along the blade.
Example: focus_defl_max_speed=100,50,50
60
focus_defl_speed_change_period
In this case, the first effect channel displays a focus point that moves at a
maximum speed of 100, the second displays a focus point that moves at a
maximum speed of 50 and the third displays a focus point that moves at a
maximum speed of 50.
The speed at which the focus point moves forward and backward along the blade
changes over time between “focus_defl_min_speed” and “focus_defl_max_speed”.
This parameter defines the period with which the speed of the focus points
changes over time.
Example: focus_defl_speed_change_period=1000,2000,2000
In this case, the first effect channel displays a focus point whose speed
changes with a period of 1000, the second displays a focus point whose speed
changes with a period of 2000 and the third displays a focus point whose speed
changes with a period of 2000.
Thunder Storm The on top effect Thunder Storm generates random lightnings that can appear in groups and form lightning swarms.
PARAMETER thnd_strm_color1
DESCRIPTION All the parameters of the Thunder Storm effect take three values.
The first values of all parameters belong to the same effect channel as do the
second and third values. This parameter defines the color of the first effect
channel. The effect channels can be customized independently from each other.
Example: thnd_strm_color1=255,255,255
In this case, the first effect channel displays white lightnings as white is
given by the RGB code (255, 255, 255).
thnd_strm_color2
All the parameters of the Thunder Storm effect take three values. The first
values of all parameters belong to the same effect channel as do the second
and third values. This parameter defines the color of the second effect
channel. The effect channels can be customized independently from each other.
Example: thnd_strm_color1=255,0,0
In this case, the first effect channel displays red lightnings as red is given
by the RGB code (255, 0, 0).
thnd_strm_color3
All the parameters of the Thunder Storm effect take three values. The first values of all parameters belong to the same effect channel as do the second and third values. This
61
thnd_strm_min_intensity thnd_strm_max_intensity thnd_strm_swarm_min_dur thnd_strm_swarm_max_dur
parameter defines the color of the third effect channel. The effect channels
can be customized independently from each other.
Example: thnd_strm_color1=0,0,255
In this case, the first effect channel displays blue lightnings as is given by
the RGB code (0, 0, 255). Defines the minimum intensity of the lightnings of
each effect channel. This parameter takes values between 0 and 100.
Example: thnd_strm_min_intensity=100,50,50
In this case, the first effect channel displays lightnings with a minimum
intensity of 100, the second effect channel displays lightnings with a minimum
intensity of 50 and the third effect channel displays lightnings with a
minimum intensity of 50.
Defines the maximum intensity of the lightnings of each effect channel. This
parameter takes values between 0 and 100.
Example: thnd_strm_max_intensity=100,50,50
In this case, the first effect channel displays lightnings with a maximum
intensity of 100, the second effect channel displays lightnings with a maximum
intensity of 50 and the third effect channel displays lightnings with a
maximum intensity of 50.
Defines the minimum duration of the lightnings within a swarm of each effect
channel.
Example: thnd_strm_swarm_min_dur=1,1,1
In this case, the first effect channel displays lightnings with a minimum
duration of 1 within a swarm, the second effect channel displays lightnings
with a minimum duration of 1 within a swarm and the third effect channel
displays lightnings with a minimum duration of 1 within a swarm.
Defines the maximum duration of the lightnings within a swarm of each effect
channel.
Example: thnd_strm_swarm_min_dur=1,1,1
In this case, the first effect channel displays lightnings with a maximum
duration of 1 within a swarm, the second effect channel displays lightnings
with a maximum duration of 1 within a swarm and the third effect channel
displays lightnings with a maximum duration of 1 within a swarm.
62
thnd_strm_swarm_min_del thnd_strm_swarm_max_del thnd_strm_swarm_min_number thnd_strm_swarm_max_number thnd_strm_light_min_del
Defines the minimum delay between successive lightnings within a swarm of each
effect channel.
Example: thnd_strm_swarm_min_del=1,10,50
In this case, the first effect channel displays lightnings with a minimum
delay of 1 between successive lightnings within a swarm, the second effect
channel displays lightnings with a minimum delay of 10 between successive
lightnings within a swarm and the third effect channel displays lightnings
with a minimum delay of 50 between successive lightnings within a swarm.
Defines the maximum delay between successive lightnings within a swarm of each
effect channel.
Example: thnd_strm_swarm_max_del=1,10,50
In this case, the first effect channel displays lightnings with a maximum
delay of 1 between successive lightnings within a swarm, the second effect
channel displays lightnings with a maximum delay of 10 between successive
lightnings within a swarm and the third effect channel displays lightnings
with a maximum delay of 50 between successive lightnings within a swarm.
Defines the minimum number of lightnings within a swarm of each effect
channel.
Example: thnd_strm_swarm_min_number=1,10,10
In this case, the first effect channel displays lightnings with a minimum
number of 1 lightning within a swarm, the second effect channel displays
lightnings with a minimum number of 10 lightnings within a swarm and the third
effect channel displays lightnings with a minimum number of 10 lightnings
within a swarm.
Defines the maximum number of lightnings within a swarm of each effect
channel.
Example: thnd_strm_swarm_max_number=1,10,10
In this case, the first effect channel displays lightnings with a maximum
number of 1 lightning within a swarm, the second effect channel displays
lightnings with a maximum number of 10 lightnings within a swarm and the third
effect channel displays lightnings with a maximum number of 10 lightnings
within a swarm.
Defines the minimum delay between successive swarms of lightnings of each
effect channel.
63
thnd_strm_light_max_del
Example: thnd_strm_light_min_del=1,10,50
In this case, the first effect channel displays swarms of lightnings with a
minimum delay of 1 between successive swarms, the second effect channel
displays swarms of lightnings with a minimum delay of 10 between successive
swarms and the third effect channel displays swarms of lightnings with a
minimum delay of 50 between successive swarms.
Defines the maximum delay between successive swarms of lightnings of each
effect channel.
Example: thnd_strm_light_min_del=1,10,50
In this case, the first effect channel displays swarms of lightnings with a
maximum delay of 1 between successive swarms, the second effect channel
displays swarms of lightnings with a maximum delay of 10 between successive
swarms and the third effect channel displays swarms of lightnings with a
maximum delay of 50 between successive swarms.
Kylo Blade The on top effect Kylo Blade gives your blade a grained structure that alters the underlying background effect.
PARAMETER kylo_blade_strength
DESCRIPTION Defines how strong the structure of the background effect is
altered. This parameter takes values between 0 and 100.
Example: kylo_blade_strength=100
In this case, the structure of the background effect is maximally altered.
kylo_blade_type
There are three different variations of the effect. This parameter defines
which type is active. This parameter takes values between 0 and 2.
Example: kylo_blade_type=0
In this case, the type 0 is active.
kylo_blade_range
Defines how coarse or fine the grained structure is.
Example: kylo_blade_range=10
In this case, a range of 10 is chosen.
kylo_blade_density
Defines the density of the grained structure. 64
kylo_blade_smoothness kylo_blade_dissipation
Example: kylo_blade_density=250 In this case, a density of 250 is chosen.
Defines the smoothness of the grained structure. Example:
kylo_blade_smoothness=100 In this case, a smoothness of 100 is chosen.
Defines the stability of the grained structure. Higher values lead to
increased instability. Example: kylo_blade_dissipation=100 In this case, a
dissipation of 100 is chosen.
Unstable Blade The on top effect Unstable Blade gives your blade an unstable structure that alters the underlying background effect by a spatially distributed, random intensity drops.
PARAMETER unst_blade_color
DESCRIPTION All the parameters of the Unstable Blade effect take three values. The first values of all parameters belong to the same effect channel as do the second and third values. This parameter defines which color component of the background effect is affected by the corresponding each channel. It can be assigned to red, green or blue. The effect channels can be customized independently from each other. I
References
- repulsecustomsounds.com
- repulsecustomsounds.com - repulsecustomsounds Resources and Information.
- Welcome to SaberFont - "Without sound, it's just a glowstick."
- Welcome to SaberFont - "Without sound, it's just a glowstick."
- Crystal Sonix
- Dark Path Media
- Echo
- LDN Sabers
- Lord Blako
- Optimized for Legacy Plecter (boards released prior to CFX)
- Optimized for CFX compatible with Golden Harvest V3, Asteria
- Project Fonts
- The Proplicator
- YouTube
- Home | Kyberphonic
- SaberTec | Maker of the best lightsaber soundboards in the universe!
- SaberTec | Maker of the best lightsaber soundboards in the universe!
- Downloads | SaberTec
- Downloads | SaberTec
- Login • Instagram
Read User Manual Online (PDF format)
Read User Manual Online (PDF format) >>