Author Topic: Error - Too many pixels on aport  (Read 1982 times)

Offline rposgood

  • Jr. Member
  • **
  • Posts: 72
    • View Profile
Error - Too many pixels on aport
« on: October 14, 2018, 04:26:18 PM »
Hi all. I posted this dilemma on Facebook but want to ask here as ts might be a different audience. I am trying to upload my configuration from xLights to a Falcon f16v3 controller. I have one mini tree that has 112 nodes/pixels (14 x 8). I assigned this to port 6 as an example. If I add a 20 node star my upload fails telling me I have too many nodes for one port. The star only has 20 nodes/pixels. Why would the controller think I had more than 1024 pixels? I am missing something. Appreciate any feedback.....
Try it..... what's the worst that could happen.

Offline allknowing2012

  • Sr. Member
  • ****
  • Posts: 386
    • View Profile
Re: Error - Too many pixels on aport
« Reply #1 on: October 14, 2018, 08:40:58 PM »
You only have 1 string .. not 8. "Strings" really means physical output ports. You  have 8 strands that make up "1" physical string.

Offline allknowing2012

  • Sr. Member
  • ****
  • Posts: 386
    • View Profile
Re: Error - Too many pixels on aport
« Reply #2 on: October 14, 2018, 08:42:13 PM »
Right click on the model and select node layout - that is what I use  to really make it obvious if you have the right config setup for a model.

Offline JonB256

  • Hero Member
  • *****
  • Posts: 832
    • View Profile
    • My Christmas Website
Re: Error - Too many pixels on aport
« Reply #3 on: October 15, 2018, 06:12:24 AM »
Yes, that setup would be 8 x 14 x 4  (448 pixels)

Offline Gilrock

  • Supporting Member
  • Hero Member
  • *
  • Posts: 6946
    • View Profile
Re: Error - Too many pixels on aport
« Reply #4 on: October 15, 2018, 09:20:33 AM »
If you are using the Falcon upload feature it imposes more stringent requirements.  Things that you can get away with and work just fine with manually setting up the Falcon don't always work with auto upload.  If that tree is truly on one port then he is right you need to set #strings to 1 and set strands per string to the number of times the string zig zags.

Offline Gilrock

  • Supporting Member
  • Hero Member
  • *
  • Posts: 6946
    • View Profile
Re: Error - Too many pixels on aport
« Reply #5 on: October 15, 2018, 09:21:14 AM »
To be clear if you set #strings to 8 the Falcon upload tries to allocate 8 physical ports for the model.

Offline rposgood

  • Jr. Member
  • **
  • Posts: 72
    • View Profile
Re: Error - Too many pixels on aport
« Reply #6 on: October 16, 2018, 10:22:58 AM »
Thanks for the feedback. I think I am close with one confusing prop. In xLights, I set the properties for the mega tree as per a few suggestions. The universe allocation in xLights for the mega tree starts on universe 5 and ends on 16. When I enter the same pixel count and start channel in the Falcon configuration, the universe starts on 5 and ends on 10. I have looked and tried a few things but am stumped as to why the differences,

I attached the two screen shots.
Appreciate any feedback
Try it..... what's the worst that could happen.

Offline keithsw1111

  • Administrator
  • Hero Member
  • *****
  • Posts: 2733
    • View Profile
    • Kellyville Christmas Lights
Re: Error - Too many pixels on aport
« Reply #7 on: October 16, 2018, 11:18:55 AM »
Need to see setup tab and e131 on falcon


Sent from my iPhone using Tapatalk

Offline Gilrock

  • Supporting Member
  • Hero Member
  • *
  • Posts: 6946
    • View Profile
Re: Error - Too many pixels on aport
« Reply #8 on: October 16, 2018, 11:20:51 AM »
Yes we need screenshots.  I suspect you didn't allocate full size universes on the setup tab.

Offline allknowing2012

  • Sr. Member
  • ****
  • Posts: 386
    • View Profile
Re: Error - Too many pixels on aport
« Reply #9 on: October 16, 2018, 03:05:21 PM »
Yea the setup tab...

The setup tab shows how many channels are in a universe. He is showing 2700 channels using 11 channels. That is only 245 channels per universe. The line above it - the mega tree star is only 150 channels and it appears to have a wacky end channel as well. Blurred but it doesnt appear to be 16 or 17.

Offline rposgood

  • Jr. Member
  • **
  • Posts: 72
    • View Profile
Re: Error - Too many pixels on aport
« Reply #10 on: October 17, 2018, 08:50:02 AM »
Thanks to all for the feedback. I will be out of town for the next week and will put up more screen shots when I return.
Try it..... what's the worst that could happen.

Offline rposgood

  • Jr. Member
  • **
  • Posts: 72
    • View Profile
Re: Error - Too many pixels on aport
« Reply #11 on: October 24, 2018, 07:49:32 AM »
Back in town and as requested, here is a screen shot of my setup page.

I have 40 universes all set to 510 channels each. Please let me know if you see anything wrong or if I can add another screen shot. The screens are cut off in the post but easily read if you open each in a new tab.

Thanks
« Last Edit: October 24, 2018, 07:53:13 AM by rposgood »
Try it..... what's the worst that could happen.

Offline Gilrock

  • Supporting Member
  • Hero Member
  • *
  • Posts: 6946
    • View Profile
Re: Error - Too many pixels on aport
« Reply #12 on: October 24, 2018, 08:17:51 AM »
Sorry but what is the problem we are trying to fix now?  I skim through this and it looked like we solved a problem and you brought up something new.  All I see is the end channel didn't look right in xLights.  That happens all the time.  Just last night I saw a model show it ended after 150 channels but I knew it really had 300 channels.  Its usually just a GUI refresh issue.

Offline randyr505

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: Error - Too many pixels on aport
« Reply #13 on: December 21, 2018, 08:45:12 AM »
I have a similar issue with my pixel tree. I was using 1 strand (10 zig zag connected together with 45 each for a total of 450 nodes). I then changed it two use 2 ports and 2 strands. The issue is that I have 6 physical strings connected together for "first strand" and the remaining 4 connected together for the "second strand". In xLights it wants me to provide the number of pixels per strand. In this case they are different amounts 270 (6 strings) and remaining 180 (4 strings). I chose this for 2 reasons, to max out the first port and because my strings are doing zig zag I would have to flip half the strings so that the connection for #6 is at the bottom not at the top OR make an extension cable. I was hoping to change this in xLights because I can see where this could happen with other setups.

Thanks!

Offline deplanche

  • Full Member
  • ***
  • Posts: 187
    • View Profile
Re: Error - Too many pixels on aport
« Reply #14 on: December 21, 2018, 09:42:18 AM »
You have to manually configure the controller for this configuration at this time.  Xlights doesn't support different sized string lengths on different ports for the models.