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DMX configuration example (hardware.ini)

Garrett Guillotte edited this page Mar 28, 2023 · 5 revisions

For general information about DMX and hardware configuration, including where to put hardware.ini and a description of its contents, see DMX Configuration.

This is a working example hardware.ini for reference. Nothing fancy just some basic things to work on. You should not use it as it is. It just won't work like that. You need to do the effort.

# You need to do some research with hardware config. Firstly you need to find out what driver your device uses.
# Secondly you need to find what is its port name in your operating system.

[hardware]
device = DMX512SerialDevice     # Our devices dmx driver. 
port = cu.usbserial-FTVX3OXI    # Our usb2dmx device name in OS X. Found in /dev/.                      
     
                          
# We have two dmx devices in our setup. 
# One is low quality RGB par36 spotlight. http://files.tronios.com/Manuals/151.148%7CManual_DigitalVersion_7ch.pdf
# Other is bigger and better par64 RGBW spotlight. http://www.tronios.com/en/led-par-64-36x-3w-rgbw-leds.html

[channels]   

# PAR64 spot: red, green, blue, white, blinking, program, speed
mainLights = 1, 2, 3, 4, 5, 6, 7  

# PAR36 spot: intensity, red, blue, green, blinking, color fader, color changer & sound activation  
warningLight = 10, 11, 12, 13, 14, 15, 16


[state]
condition = HasShip == 0                # Dim white light is on when there is nothing else happening
target = mainLights
value = 0, 0, 0, 0.3, 0, 0, 0           # only white light at lowish power

[state]
condition = InNebula                    # when we are cruising in nebula we have random colors fading to another
target = mainLights
value = 0, 0, 0, 0, 0, 0.5, 0           # in my par64 "program" slot there is some color fading programs 
                                        # available. I just picked some at random around value 0,5 ~ 128 in dmx 
                                        # It slowly fades one light to another. Pretty much like nebula is drawn                         
                                        # on the map.
[state]
condition = Docking                     # When requesting docking we have blinking yellow light
target = mainLights
value = 0.65, 0.4, 0, 0, 0.03, 0, 0     # yellowish light is blinking. This could also be done with "blink"
                                        # effect, but as our device has the effect build in, why not to use it.
[state]
condition = Docked                      # When docked to station we have slowly pulsing green light
target = mainLights
effect = Glow                           # glowing light that fades from value to another
min_value = 0, 0.1, 0, 0, 0, 0, 0       # low value is dim pure green
max_value = 0, 0.6, 0, 0, 0, 0, 0       # high values is average green
time = 3                                # 3 seconds interval

[state]
condition = ShieldsUp                   # When shields are risen we have pulsating blue & white (light blue)
target = mainLights                     # light.
effect = Glow                           # glowing light that fades from value to another
min_value = 0, 0, 0.1, 0.1, 0, 0 ,0     # dim blue and equally dim white
max_value = 0, 0, 0.6, 0.4, 0, 0, 0     # at high values our blue is stronger than white. Still far from max.
time = 2.0                              # 2 seconds

[event]
trigger = <FrontShield                  # When we get hit on our front shields we get strong white & blue strobe
target = mainLights                     # effect.
runtime = 0.6                           # 0.6 seconds
value = 0, 0, 1, 1, 1, 0, 0             # max blue, max white. Really fast blinking effect directly from spot 
                                        
[event]
trigger = <RearShield                   # For rear shields we have identical configuration to front shields. 
target = mainLights                     # With more devices we could have different spots in front and rear...
runtime = 0.6
value = 0, 0, 1, 1, 1, 0, 0

[event]
trigger = <Hull                         # When our hull is damaged we have again strong strobe effect
target = mainLights                     # this time its red and white. Flashing is bit slower tough  
runtime = 0.6
value = 1, 0, 0, 1, 0.8, 0, 0           # red, white, fast blinking effect directly from spot

[state]
condition = Jumped                      # just when we have jumped every light flashes 1 seconds.
target = mainLights
value = 1, 1, 1, 1, 0.9, 0, 0           # red, green, blue, white, flashing directly from spot


[state]
condition = YellowAlert                # When yellow alert our small warning spot turns to yellowish
target = warningLight                     
value = 0.7, 0.9, 0.3, 0, 0, 0, 0      # this spot has a master intensity that is set at 0.7
                                       # our color value is weird because spots red leds are much crappier than
                                       # greens. That why red almost at max and just some green = yellowish 
[state]
condition = RedAlert                  # When red alert our small warning spot is red.
target = warningLight
value = 1, 1, 0, 0, 0, 0, 0           # max intensity, red color

[state]                               # when jump countdown is on we have glowing red glow in warning light
condition = Jumping
target = warningLight
effect = Glow                           
min_value = 0, 1, 0, 0, 0, 0 ,0      # as we have intensity, we just put it to 0 as min, red can stay at max
max_value = 1, 1, 0, 0, 0, 0, 0      # intenstiy to max, and red to max
time = 0.6                           # 0.6 seconds glow effect interval 
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