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LED Editor guide

Wotever edited this page Nov 20, 2019 · 2 revisions

Introduction

The led editor allows you to create simple or complex led layouts.

Editor Overview

  1. Allows to manage and change active profile. A profile contains an entier led definition. The editor will remember the last profile used for the current game and reload it after a game change.
  2. Allows to edit the profile : title, game ...
  3. Open the test-data editor : most of the game data can be simulated using the test data editor.
  4. LED Brightness control
  5. Result preview : shows the overall result of the led profile using the current game data or test data (using test data editor)
  6. Add a new effect from the effects library.
  7. Add a simple group to the profile

Test data editor

The test data editor allows you to simulate most game data in order to test your layout. To use it

  • Click on "open test data editor".

  • The test data editor will open and will be enabled by default, you can disable it anytime to use live data by unchecking the following checkbox, or simply close the window :

  • Then you can change the current status, game running or not running, rpms ... and see the effect on the led preview.

Concepts

There are two main categories of effects : effects groups and effects

Groups

Allows you to put multiple effects inside a group, the group can be simply for the organization (group all flags led together for instance) or a group can apply an effect to all the child effects, like scrolling, blinking or enabling the child effects under some conditions (when the game is running, for a specific car model ...).

A simple effect group :

A conditionnal group which will activate only when the game is running :

Stacking vs Left to right

Groups can assemble child effects using two different ways :

Layered

When layering is enabled all leds definition will simply stack starting from position 1, in this case to set the placement of a child you need to set "start position".

In the following example the second effect is set to start at position "2" so it goes over the blue flags starting from the two position, making the whole group 6 leds long :

Left to right

When left to right is enabled start position will be disabled, and the group will simply put side to side all child effects :

Effects

Most effects will expose common properties, all the other properties will be specific to each effects :

  • Start position : Determines the led index where the effect will show (see above for explanation)

  • Led count : How many leds will be used for the effect

  • Right to left : will mirror the effect, making it start from the right :

  • Use dimming : on gradient the last led brightness will be modulated to represent precisely the current value, when disabled it will be only on or off

  • Use current color on all leds : when enabled the color of all active leds will change instead of having a single color per led :

    • Example when disabled :

    • Example when enabled :

Tips and tricks

  • RPMS

To light up a whole block of leds at once over a specific value, simply set the same value to minimum and maximum, this can be used on all "gradients" effects (fuel, turbo ...) :

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