SABERTEC Golden Harvest v3 Phase 4 Soundboard + MicroSD Card Instruction Manual

June 5, 2024
SABERTEC

Golden Harvest v3 Phase 4 Soundboard + MicroSD Card

SaberTec Owner: Frederic Folz Brentanoweg 3 66802 Überherrn GERMANY

Contact: [email protected] 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 [email protected]. We are excited to hear from you!
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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.
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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
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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
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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
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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
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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
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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
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· 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″
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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
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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
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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.

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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.
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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.
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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.
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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
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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.
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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
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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
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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.
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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.
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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
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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.
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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.

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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.
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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.
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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
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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

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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
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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.

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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
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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

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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:
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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
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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.
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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.
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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”.
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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.
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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
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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,
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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
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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.
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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.
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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:

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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
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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
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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.

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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.
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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
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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.

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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

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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.
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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.
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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.
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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
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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

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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.
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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.
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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

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