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Messages - ncosper

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Bugs in xLights/Nutcracker / Mac 2021.13 and .14 crash on startup
« on: April 28, 2021, 02:46:21 PM »
I was having issues with .12 crashing frequently so I updated. .13 which is in the app store today crashed on startup so I found .14 on dans site in the archives but it doesnt start up either... Not sure what to do.
rgbeffects attached.

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Xlights Setup / Re: Downloading previous mac versions
« on: April 28, 2021, 02:43:38 PM »
I Managed to find 2021.14 but it hangs at startup also.

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Xlights Setup / Downloading previous mac versions
« on: April 28, 2021, 02:37:49 PM »
Anyone aware of a place to download older versions of xlights for mac? Since the app store I haven't seen a location. 2021.12 crashed often when accidentally clicking on an effect and dragging it so updated to 2021.13. It hangs at startup so I'm stuck  :(

Thanks

4
Bugs in xLights/Nutcracker / Error Exporting House Preview Video
« on: January 23, 2021, 03:35:58 PM »
Maybe its not a bug but from my end I cant tell. I cant export a preview video from version 2021.01 or 02 on a mac. I tried multiple sequences, one of which I exported on a late 2020 version with no trouble. There is no information given in the window other than it failed to export so I don't know if it could be something I did or not.

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Xlights Setup / Re: Xlights locks after any change to models - temporarily
« on: December 09, 2020, 03:43:11 PM »
Thanks Dan,
Horizontal Stack repeats the image for each of the matrices but Horizontal Stack Scaled worked great as long as the models are in the correct order. Thanks!

Hopefully this will help get my render times and times changing things back under control.

6
Enhancement Requests / Allow groups to render at Full resolution
« on: December 09, 2020, 01:37:18 PM »
Id love to see the ability for xlights to us something like full resolution as a render default for a group and not have to use the minimal grid. Ive seen a few people using virtual matrices that are adjacent to one another and want to render them together. The solution appears to only be by either using a minimal grid which doesn't really work for any resolution quality or create a custom model. Creating a custom model seems to be a very slow model when it comes to rendering and modifying it in the setup and when it has a large number of channels it makes things tough to use. Those same channel counts in a matrix model without the custom model don't seem to bog xlights down much at all but don't work to display a virtual matrix across two projectors/fpp's.
Thanks!

7
Xlights Setup / Re: Xlights locks after any change to models - temporarily
« on: December 09, 2020, 11:28:20 AM »
Its a huge model. basically what I have going on is two matrices that are 320x200. They are combined and displayed using two projectors to cover my garage door. I tried using a group but the resolution is terrible to effects applied to the group. The only way I could get good resolution without cropping videos/pictures was to make a custom model. The custom model is 640x200. I know I could cut that in half or so to help this out but it looks so good when displaying videos/photos/certain effects. I wish there was a way to have a group that maintained the resolution of the matrices, but as I understand it they are designed to minimize the resolution for obvious reasons.

8
Xlights Setup / Xlights locks after any change to models - temporarily
« on: December 09, 2020, 10:54:16 AM »
I am wondering what xlights is doing whenever a model is modified. I recently add a custom model that consists of two virtual matrices combined so I could good resolution. There are a lot of channels and I knew it would slow xlights but its painful. I have a pretty fast Mac Pro, 12 core, 64 gb of ram and if I make any changes to any model I get the spinning wheel for at least 30 seconds. Same happens when I open the program. I realize this is likely due to my models but what is xlights doing? Anything I can do to improve it without cutting the number of channels in the custom model?

9
Xlights Setup / Re: 2 3 axis skulls on one Skulltronix board - setup
« on: October 19, 2020, 03:49:07 PM »
Thanks Gil,
Maybe I explained it wrong. The lights are within a contiguous block of channels, in my case the light brightness is channel 21 on the SOC board. If I tell the Jaw to point to channel 21 the lights dim as they should. However I can't seem to make the provided light channels control these eyes as if they are a servo, which is what these eyes are responded to.

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Xlights Setup / Re: 2 3 axis skulls on one Skulltronix board - setup
« on: October 19, 2020, 11:07:10 AM »
Thanks Gil,
I think I tried most combinations of things but dialing in the start channel with an offset of 15 with the exact same setup for both skulls worked. Everything works well except Im hoping you can help with one more thing.

I have eyes that are single color. They are controlled by a servo board (not sure what its called but it uses a dmx input to turn the lights on and off). Can those be controlled by the skull model?  Ive tried to configure the brightness channel to that dmx channel and don't get any response. If I change one of the channels for the jaw or nod servo to the lights dmx channel it works but can't get it with any of the models light settings so far. I did add a separate dmxservo model at dmx channel address for the lights and that works but Id like to configure it properly if its possible with the skull model.

Thanks!

11
Xlights Setup / 2 3 axis skulls on one Skulltronix board - setup
« on: October 12, 2020, 12:45:01 PM »
Im having a hell of a time getting skull two to work. I was able to get it to go last year but with the new dmx skull model which seems lot better I just can't get it configured.

The first skull as far as channel numbers works great. Skull right in the attachments is the first of the two for channel numbers.
Skull left I've tried to set up a variety of ways. Ive tried using same start channel as skull right and changing the dmx addresses to match what's in the SOC board config. Oddly when I do that if I apply a nod movement to skull left it nods skull right even though the dmx channel in skull left does not point to the dmx address of the left skulls nod servo.
Ive also tried to start skull lefts channel numbers by offsetting it by the number of channels of skull right. I know that the first 7 channels on the SOC board. I set it to not be a skulltronix board in the xlights skull config. When applying an effect using this setup method I can heard the servos moving slightly, or I will get full articulation of the servo within the first 4% of the servo effect slider.

BTW I am running these via an fpp bridge with a usb open dmx.

Anyone have any ideas on how I can get this second skull moving? I could go to another SOC board if I have to but Id rather run both off this one board if possible. 

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Bugs in xLights/Nutcracker / Re: 2018.39 DMX rendering
« on: October 29, 2018, 01:55:34 PM »
Odd. I tried it a handful of times and had the same results. Went back and it worked perfect first time.   Probably just me.


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13
Bugs in xLights/Nutcracker / 2018.39 DMX rendering
« on: October 29, 2018, 11:44:04 AM »
I updated to 39 last night and reserved one sequence that has  couple of dmx skulls. That sequence appeared to have the dmx output near its upper limit the entire sequence. I went back to .37 and resaved and those props worked perfect.

14
Not an answer to the question but why not run the enttec via USB on the pi? Super easy to set up and can use the cap for something else.


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