GT Sport SVG request thread (Please read 1st post)

  • Thread starter daan
  • 10,545 comments
  • 589,517 views
I wouldn't get too hung up on resolution. The game seems to treat everything as being the same size before it converts it to a raster.

Also, you have definitions that aren't required. As far as I recall you don't, for instance, need to specify opacity if it's 1. There's also settings like mitre limits which I wouldn't have thought that were required, infact since you're not using a stroke you don't need anything related to them at all. Width and height is also un-needed.

Your 'Hardblack.svg' was 1480b, if you take that stuff out it comes down to 1072b, for example.
Good points, just stripped the whitespace and the silly inkscape stuff. I just like to work in higher res because some things which aren't noticeable at a small scale will be really ugly zoomed in on high res tv for example. Like a curve that isn't perfectly smooth at 250px might be "flawless" but will look hideous at 1080px :) Did you say game converts to raster? Is that why slight color changes are treated as same color in livery editor or why some svg code does not work?
 
Did you say game converts to raster?
If you scale decals up by a lot they‘ll behave like scaled up regular images. It‘s really obvious with the ingame shapes and decals and gets really annyoing sometimes. :boggled:
 
Good points, just stripped the whitespace and the silly inkscape stuff. I just like to work in higher res because some things which aren't noticeable at a small scale will be really ugly zoomed in on high res tv for example. Like a curve that isn't perfectly smooth at 250px might be "flawless" but will look hideous at 1080px :) Did you say game converts to raster? Is that why slight color changes are treated as same color in livery editor or why some svg code does not work?

Yup, despite the great idea to implement vectors for the livery editor, which would allow for tremendous quality, the game converts it to raster before you get to use it. Making a "big" SVG file doesn't mean it appears bigger on the car, or (frustratingly) that it'll hold it's definition when scaled up in the livery editor itself.

It seems that whatever size you make the SVG, the game then renders it at a fixed size (say 500×500) in the game. Any scaling you then do is as bad as doing it with a JPG. As a rule of thumb, I don't draw a decal designed to cover more area on the car than a door panel at most.
 
Yup, despite the great idea to implement vectors for the livery editor, which would allow for tremendous quality, the game converts it to raster before you get to use it. Making a "big" SVG file doesn't mean it appears bigger on the car, or (frustratingly) that it'll hold it's definition when scaled up in the livery editor itself.

It seems that whatever size you make the SVG, the game then renders it at a fixed size (say 500×500) in the game. Any scaling you then do is as bad as doing it with a JPG. As a rule of thumb, I don't draw a decal designed to cover more area on the car than a door panel at most.
Ouch now I know why I failed at my grand experiment LOL I wanted to make a three view system to basically stamp out car. So I took full resolution screenshots from standard car view in editor. Made perfect decals for each view to cover car perfectly. Then when I opened decal it was miniaturized LOL. They did scale clean, but the scaling in editor is, well, not precise :)
 
Ouch now I know why I failed at my grand experiment LOL I wanted to make a three view system to basically stamp out car. So I took full resolution screenshots from standard car view in editor. Made perfect decals for each view to cover car perfectly. Then when I opened decal it was miniaturized LOL. They did scale clean, but the scaling in editor is, well, not precise :)

There may be other factors when it comes to scale / resolution... I've not really got to the bottom of it.. I just know that when I've created full length decals to put on the side of a car, they looked too pixelated... Yet slice up the SVGs into shorter segments, and it looks much better.
 
Howdy folk

Had a friend convert a jpeg to svg, but it's far too large. They've since hit the road for some vacation, and I have no experience working with SVGs :/> Would it be possible for any one of you to possibly shrink or slice it up into to bits I could reassemble in the livery editor?

If so, please DM me and I can email the svg file :)>
 
There may be other factors when it comes to scale / resolution... I've not really got to the bottom of it.. I just know that when I've created full length decals to put on the side of a car, they looked too pixelated... Yet slice up the SVGs into shorter segments, and it looks much better.
I may have to do some experiments when I get some time off work :) I'll make a bunch of simple decals just to see exactly what the largest resolution say "square" that will be used in game without getting scaled down by game first...maybe it's not size but node count that determines how much game scales down our svgs...it will be worth finding out...

BTW, since you do seem pretty knowledgeable about how gts handles decals, could you please explain why gradients do not seem to work (for me using standard svg code) if you know? Or if that would be tedious, as I've seen some people use them, (and unluckily noone has responded to my questions on activity feed) simple post here a file with a gradient that you know does work and I could look at the code myself :)

I can "fake" a gradient with linear slices. but that is tedious and drives up node count considerably... I have seen some claim it is editor dependent, which makes no sense as svg code is svg code. So from any working gradient file I can see easily what works from the text file :)

*Note, the gradients I have made of course have worked everywhere, editor, pc, phone, browser, etc, just not GTS. At times I wonder why GTS asks for svg file format when it is obvious that the game does not use that format LOL
 
Last edited:
I may have to do some experiments when I get some time off work :) I'll make a bunch of simple decals just to see exactly what the largest resolution say "square" that will be used in game without getting scaled down by game first...maybe it's not size but node count that determines how much game scales down our svgs...it will be worth finding out...

BTW, since you do seem pretty knowledgeable about how gts handles decals, could you please explain why gradients do not seem to work (for me using standard svg code) if you know? Or if that would be tedious, as I've seen some people use them, (and unluckily noone has responded to my questions on activity feed) simple post here a file with a gradient that you know does work and I could look at the code myself :)

I can "fake" a gradient with linear slices. but that is tedious and drives up node count considerably... I have seen some claim it is editor dependent, which makes no sense as svg code is svg code. So from any working gradient file I can see easily what works from the text file :)

*Note, the gradients I have made of course have worked everywhere, editor, pc, phone, browser, etc, just not GTS. At times I wonder why GTS asks for svg file format when it is obvious that the game does not use that format LOL

Gradients do work, fairly reliably, it's the way that applications handle the code that causes the problem... (well it's GTS's intolerant execution of SVG too.. but we can't control that!)

This is the simplest gradient I've uploaded to the game...

<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="400" version="1.1">
<defs>
<linearGradient id="G1">
<stop offset="0%" style="stop-color:red"/>
<stop offset="20%" style="stop-color:brown"/>
<stop offset="40%" style="stop-color:yellow"/>
<stop offset="60%" style="stop-color:blue"/>
<stop offset="80%" style="stop-color:green"/>
<stop offset="100%" style="stop-color:Purple"/>
</linearGradient>
</defs>
<rect fill="url(#G1)" x="0" y="0" rx="0" ry="0" width="1200" height="400"/>
</svg>

it looks like this...

4837446546786123792_1.png


Inkscape tends to use "matrix transforms" for gradients IIRC, which don't work in GTS. I think it does this if you alter any aspect of the shape or gradient after applying it. It doesn't re-write the code - it just kind of applies a transformation to it.

Radial gradients work too, and you can include opacity to the styles.

A more practical application would look like this...

<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><!-- Creator: CorelDRAW --><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" width="32.6619mm" height="18.5409mm" shape-rendering="geometricPrecision" text-rendering="geometricPrecision" image-rendering="optimizeQuality" fill-rule="evenodd" clip-rule="evenodd" viewBox="0 0 28.6077 16.2395">
<defs>
<linearGradient id="id0" gradientUnits="userSpaceOnUse" x1="5.35711" y1="7.63342" x2="22.3375" y2="8.56378">
<stop offset="0" stop-color="#8A0000"/>
<stop offset="1" stop-color="#FF0400"/>
</linearGradient>
<linearGradient id="id1" gradientUnits="userSpaceOnUse" x1="16.8464" y1="-0.0271521" x2="16.8464" y2="1.71987">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id2" gradientUnits="userSpaceOnUse" x1="15.0295" y1="3.52067" x2="15.0295" y2="5.32129">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id3" gradientUnits="userSpaceOnUse" x1="13.4465" y1="7.12218" x2="13.4465" y2="8.9228">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id4" gradientUnits="userSpaceOnUse" x1="11.9198" y1="10.7237" x2="11.9198" y2="12.5243">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id5" gradientUnits="userSpaceOnUse" x1="10.8866" y1="14.4209" x2="10.8866" y2="16.1438">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
</defs>
<g id="Capa_x0020_1">
<path fill="url(#id0)" d="M28.6077 0.0007007l-5.89665 12.7558c-0.673022,1.5129 -2.03685,3.14509 -4.70914,3.483 -4.88931,0 -9.79377,-0.0524649 -14.684,-0.0984483 -4.23109,-0.0483483 -3.59958,-2.75874 -2.52024,-5.34809l2.83556 -6.80266c1.0634,-2.55125 3.19826,-4.03253 4.93179,-3.98961 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id1)" d="M28.6077 0.0007007l-0.794681 1.71917 -22.7281 0c1.06068,-1.13251 2.35479,-1.74702 3.48011,-1.71917 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id2)" d="M26.9805 3.52067l-0.832431 1.80071 -23.0697 0c0.250237,-0.600325 0.480067,-1.21738 0.768493,-1.80071l23.1336 0z"/>
<polygon fill="url(#id3)" points="25.3157,7.12218 24.4832,8.92289 1.57728,8.92289 2.32781,7.12218 "/>
<path fill="url(#id4)" d="M23.6508 10.7237l-0.832431 1.80071 -22.6297 0c0.147235,-0.562312 0.366641,-1.14976 0.609083,-1.73143l0.0289039 -0.0692817 22.8242 0z"/>
<path fill="url(#id5)" d="M21.7265 14.3252c-0.696496,0.805455 -2.0231,1.70086 -3.72457,1.91431l-15.1092 -0.113601c-1.87236,-0.111061 -2.65819,-0.814038 -2.84607,-1.80071l21.6798 0z"/>
</g>
</svg>

Which looks like this...
5836691585414235152_1.png


Yes, I know that's not optimised very well, but if it's under 15kb I don't care! ;)




@BLiTZ had some thoughts on the resolution issue, not sure if he got anywhere.
 
Last edited:
Gradients do work, fairly reliably, it's the way that applications handle the code that causes the problem... (well it's GTS's intolerant execution of SVG too.. but we can't control that!)

This is the simplest gradient I've uploaded to the game...

<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="400" version="1.1">
<defs>
<linearGradient id="G1">
<stop offset="0%" style="stop-color:red"/>
<stop offset="20%" style="stop-color:brown"/>
<stop offset="40%" style="stop-color:yellow"/>
<stop offset="60%" style="stop-color:blue"/>
<stop offset="80%" style="stop-color:green"/>
<stop offset="100%" style="stop-color:Purple"/>
</linearGradient>
</defs>
<rect fill="url(#G1)" x="0" y="0" rx="0" ry="0" width="1200" height="400"/>
</svg>

it looks like this...

4837446546786123792_1.png


Inkscape tends to use "matrix transforms" for gradients IIRC, which don't work in GTS. I think it does this if you alter any aspect of the shape or gradient after applying it. It doesn't re-write the code - it just kind of applies a transformation to it.

Radial gradients work too, and you can include opacity to the styles.

A more practical application would look like this...

<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><!-- Creator: CorelDRAW --><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" width="32.6619mm" height="18.5409mm" shape-rendering="geometricPrecision" text-rendering="geometricPrecision" image-rendering="optimizeQuality" fill-rule="evenodd" clip-rule="evenodd" viewBox="0 0 28.6077 16.2395">
<defs>
<linearGradient id="id0" gradientUnits="userSpaceOnUse" x1="5.35711" y1="7.63342" x2="22.3375" y2="8.56378">
<stop offset="0" stop-color="#8A0000"/>
<stop offset="1" stop-color="#FF0400"/>
</linearGradient>
<linearGradient id="id1" gradientUnits="userSpaceOnUse" x1="16.8464" y1="-0.0271521" x2="16.8464" y2="1.71987">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id2" gradientUnits="userSpaceOnUse" x1="15.0295" y1="3.52067" x2="15.0295" y2="5.32129">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id3" gradientUnits="userSpaceOnUse" x1="13.4465" y1="7.12218" x2="13.4465" y2="8.9228">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id4" gradientUnits="userSpaceOnUse" x1="11.9198" y1="10.7237" x2="11.9198" y2="12.5243">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id5" gradientUnits="userSpaceOnUse" x1="10.8866" y1="14.4209" x2="10.8866" y2="16.1438">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
</defs>
<g id="Capa_x0020_1">
<path fill="url(#id0)" d="M28.6077 0.0007007l-5.89665 12.7558c-0.673022,1.5129 -2.03685,3.14509 -4.70914,3.483 -4.88931,0 -9.79377,-0.0524649 -14.684,-0.0984483 -4.23109,-0.0483483 -3.59958,-2.75874 -2.52024,-5.34809l2.83556 -6.80266c1.0634,-2.55125 3.19826,-4.03253 4.93179,-3.98961 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id1)" d="M28.6077 0.0007007l-0.794681 1.71917 -22.7281 0c1.06068,-1.13251 2.35479,-1.74702 3.48011,-1.71917 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id2)" d="M26.9805 3.52067l-0.832431 1.80071 -23.0697 0c0.250237,-0.600325 0.480067,-1.21738 0.768493,-1.80071l23.1336 0z"/>
<polygon fill="url(#id3)" points="25.3157,7.12218 24.4832,8.92289 1.57728,8.92289 2.32781,7.12218 "/>
<path fill="url(#id4)" d="M23.6508 10.7237l-0.832431 1.80071 -22.6297 0c0.147235,-0.562312 0.366641,-1.14976 0.609083,-1.73143l0.0289039 -0.0692817 22.8242 0z"/>
<path fill="url(#id5)" d="M21.7265 14.3252c-0.696496,0.805455 -2.0231,1.70086 -3.72457,1.91431l-15.1092 -0.113601c-1.87236,-0.111061 -2.65819,-0.814038 -2.84607,-1.80071l21.6798 0z"/>
</g>
</svg>

Which looks like this...
5836691585414235152_1.png


Yes, I know that's not optimised very well, but if it's under 15kb I don't care! ;)




@BLiTZ had some thoughts on the resolution issue, not sure if he got anywhere.
Thank you so much, I can definitely learn from this. :)
 
Gradients do work, fairly reliably, it's the way that applications handle the code that causes the problem... (well it's GTS's intolerant execution of SVG too.. but we can't control that!)

This is the simplest gradient I've uploaded to the game...

<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="400" version="1.1">
<defs>
<linearGradient id="G1">
<stop offset="0%" style="stop-color:red"/>
<stop offset="20%" style="stop-color:brown"/>
<stop offset="40%" style="stop-color:yellow"/>
<stop offset="60%" style="stop-color:blue"/>
<stop offset="80%" style="stop-color:green"/>
<stop offset="100%" style="stop-color:Purple"/>
</linearGradient>
</defs>
<rect fill="url(#G1)" x="0" y="0" rx="0" ry="0" width="1200" height="400"/>
</svg>

it looks like this...

4837446546786123792_1.png


Inkscape tends to use "matrix transforms" for gradients IIRC, which don't work in GTS. I think it does this if you alter any aspect of the shape or gradient after applying it. It doesn't re-write the code - it just kind of applies a transformation to it.

Radial gradients work too, and you can include opacity to the styles.

A more practical application would look like this...

<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><!-- Creator: CorelDRAW --><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" width="32.6619mm" height="18.5409mm" shape-rendering="geometricPrecision" text-rendering="geometricPrecision" image-rendering="optimizeQuality" fill-rule="evenodd" clip-rule="evenodd" viewBox="0 0 28.6077 16.2395">
<defs>
<linearGradient id="id0" gradientUnits="userSpaceOnUse" x1="5.35711" y1="7.63342" x2="22.3375" y2="8.56378">
<stop offset="0" stop-color="#8A0000"/>
<stop offset="1" stop-color="#FF0400"/>
</linearGradient>
<linearGradient id="id1" gradientUnits="userSpaceOnUse" x1="16.8464" y1="-0.0271521" x2="16.8464" y2="1.71987">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id2" gradientUnits="userSpaceOnUse" x1="15.0295" y1="3.52067" x2="15.0295" y2="5.32129">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id3" gradientUnits="userSpaceOnUse" x1="13.4465" y1="7.12218" x2="13.4465" y2="8.9228">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id4" gradientUnits="userSpaceOnUse" x1="11.9198" y1="10.7237" x2="11.9198" y2="12.5243">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
<linearGradient id="id5" gradientUnits="userSpaceOnUse" x1="10.8866" y1="14.4209" x2="10.8866" y2="16.1438">
<stop offset="0" stop-color="#B8B800"/>
<stop offset="1" stop-color="yellow"/>
</linearGradient>
</defs>
<g id="Capa_x0020_1">
<path fill="url(#id0)" d="M28.6077 0.0007007l-5.89665 12.7558c-0.673022,1.5129 -2.03685,3.14509 -4.70914,3.483 -4.88931,0 -9.79377,-0.0524649 -14.684,-0.0984483 -4.23109,-0.0483483 -3.59958,-2.75874 -2.52024,-5.34809l2.83556 -6.80266c1.0634,-2.55125 3.19826,-4.03253 4.93179,-3.98961 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id1)" d="M28.6077 0.0007007l-0.794681 1.71917 -22.7281 0c1.06068,-1.13251 2.35479,-1.74702 3.48011,-1.71917 6.68109,0 13.3614,0 20.0426,0z"/>
<path fill="url(#id2)" d="M26.9805 3.52067l-0.832431 1.80071 -23.0697 0c0.250237,-0.600325 0.480067,-1.21738 0.768493,-1.80071l23.1336 0z"/>
<polygon fill="url(#id3)" points="25.3157,7.12218 24.4832,8.92289 1.57728,8.92289 2.32781,7.12218 "/>
<path fill="url(#id4)" d="M23.6508 10.7237l-0.832431 1.80071 -22.6297 0c0.147235,-0.562312 0.366641,-1.14976 0.609083,-1.73143l0.0289039 -0.0692817 22.8242 0z"/>
<path fill="url(#id5)" d="M21.7265 14.3252c-0.696496,0.805455 -2.0231,1.70086 -3.72457,1.91431l-15.1092 -0.113601c-1.87236,-0.111061 -2.65819,-0.814038 -2.84607,-1.80071l21.6798 0z"/>
</g>
</svg>

Which looks like this...
5836691585414235152_1.png


Yes, I know that's not optimised very well, but if it's under 15kb I don't care! ;)




@BLiTZ had some thoughts on the resolution issue, not sure if he got anywhere.

Yes, I'm still convinced the game renders the SVG to a pre determined resolution but I'm yet to work out what the native size is. I'm sure it's linked to the size of the thumbnails which is is either 180px or 360px depending on where you're looking (website/game etc).

The (massively) time consuming thing to do would be to create a series of patterns lining up to full pixels at different sizes and seeing which renders at 1:1.
 
Hi all, its very good of the people who have knowledge of the .svg files to help those who don't have a clue like me :D

I was wondering? Can anyone please tell me how I make an svg file the same as my avatar? I want to put my GTP avatar in the little GT race number boards on the side of some of my cars for races with friends etc... I tried multiple times converting the file on www.online-convert.com but the end result .svg file keep coming out without the eyes or face shadowing?

I don't want to install illustrator and was hoping the online converters would be enough for a simple black and white image but I cant get it to come out right :P New waters for me this file type tbh :dunce:

Thanks for any advice, help or tips! 👍
 
Hi all, its very good of the people who have knowledge of the .svg files to help those who don't have a clue like me :D

I was wondering? Can anyone please tell me how I make an svg file the same as my avatar? I want to put my GTP avatar in the little GT race number boards on the side of some of my cars for races with friends etc... I tried multiple times converting the file on www.online-convert.com but the end result .svg file keep coming out without the eyes or face shadowing?

I don't want to install illustrator and was hoping the online converters would be enough for a simple black and white image but I cant get it to come out right :P New waters for me this file type tbh :dunce:

Thanks for any advice, help or tips! 👍

It sounds like you'd perhaps got an option ticked to 'remove background'.

It's easy enough in Inkscape because it's a small simple image just trace bitmap, play with the settings a little, and its done.

upload_2018-6-6_23-2-46.png


In the Zip attached...
 

Attachments

  • bm.zip
    6.9 KB · Views: 16
Can someone upload these two water logo's please?View attachment 741316 View attachment 741317
I can do these, will edit this post when done.

Edit: The 2nd logo Is cut off so was not sure how much of it you were after. I found the full logo and did as much as I could as you would never fit all the detail in one decal.
Any way these are what I came up with.
dasani.png
 

Attachments

  • dasani+.zip
    10.1 KB · Views: 16
Last edited:
Yes, I'm still convinced the game renders the SVG to a pre determined resolution but I'm yet to work out what the native size is. I'm sure it's linked to the size of the thumbnails which is is either 180px or 360px depending on where you're looking (website/game etc).

The (massively) time consuming thing to do would be to create a series of patterns lining up to full pixels at different sizes and seeing which renders at 1:1.
FWIW, I did a bunch of boring test square decals to research this particular issue. No matter what the resolution from 2048x2048 down to 32x32 pixels, as long as editor view was set to zoom 1:1 and workspace was same resolution when saved, in game, they all rendered exactly the same size before scaling in livery editor. However, if workspace was larger than object when saved, object was scaled down by that much. IE a 64x64 pixel object in 2048x2048 workspace, the object is scaled down 32x relative to "default" decal size in livery editor. So it appears that you get the "default" decal size in game regardless of the resolution you make an object as long as your workspace is made the same resolution as the decal you are working on. If workspace is larger than bounding box of object, it will be scaled down in proportion to the difference in dimensions. As a side note, the fullest I could get the thumbnail in the upload screen was a 150x100 pixel object or 1.5:1 ratio decal. And there was still space left around it, so it was scaled down to fit into thumbnail preview as well. Not sure what to make of all of this other than Sony is filled with complete asses LOL
 
FWIW, I did a bunch of boring test square decals to research this particular issue. No matter what the resolution from 2048x2048 down to 32x32 pixels, as long as editor view was set to zoom 1:1 and workspace was same resolution when saved, in game, they all rendered exactly the same size before scaling in livery editor. However, if workspace was larger than object when saved, object was scaled down by that much. IE a 64x64 pixel object in 2048x2048 workspace, the object is scaled down 32x relative to "default" decal size in livery editor. So it appears that you get the "default" decal size in game regardless of the resolution you make an object as long as your workspace is made the same resolution as the decal you are working on. If workspace is larger than bounding box of object, it will be scaled down in proportion to the difference in dimensions. As a side note, the fullest I could get the thumbnail in the upload screen was a 150x100 pixel object or 1.5:1 ratio decal. And there was still space left around it, so it was scaled down to fit into thumbnail preview as well. Not sure what to make of all of this other than Sony is filled with complete asses LOL

That certainly confirms suspicions. To be fair the whole idea of Scalable Vector Graphics, is that they themselves are resolution independent. It's a shame the native decal resolution of the game isn't higher, but I suppose outside of scapes, it's not really using the full res it has now.
 
That certainly confirms suspicions. To be fair the whole idea of Scalable Vector Graphics, is that they themselves are resolution independent. It's a shame the native decal resolution of the game isn't higher, but I suppose outside of scapes, it's not really using the full res it has now.
Haha, well at least now we know that we definitely need to make sure our workspace is scaled down to "decal" we are working on or it will get scaled down even further LOL and that the "ideal" ratio is 1.5:1 for decals as it takes the most advantage of whatever that "default" livery decal size is :)

EDIT: Upon further testing the ideal ratio is 1.6:1 NOT 1.5:1!!! The 1.6:1 ratio leaves the smallest even gap around entire edge of decal in preview. Sorry for the incorrect ratio before :) I did further trials thinking 16:9 would be the ideal ratio given current high def resolutions, but that was not the case LOL
 
Last edited:
That certainly confirms suspicions. To be fair the whole idea of Scalable Vector Graphics, is that they themselves are resolution independent. It's a shame the native decal resolution of the game isn't higher, but I suppose outside of scapes, it's not really using the full res it has now.
Scariest of all is that apparently the "default" decal size (that they use or convert or whatever) is not bigger than 32 pixels wide as even 32 pixels appears as big as 2048 pixels in editor...I don't even want to know if a 2x2 pixel square appears as big as 2048 pixel square LOL
 
Scariest of all is that apparently the "default" decal size (that they use or convert or whatever) is not bigger than 32 pixels wide as even 32 pixels appears as big as 2048 pixels in editor...I don't even want to know if a 2x2 pixel square appears as big as 2048 pixel square LOL

It will. Pixel resolution isn't really relevant in SVG's.
 
It will. Pixel resolution isn't really relevant in SVG's.
I would agree considering what I have found, but if they scale down our decal so much, rasterize it, then it will surely look like hell scaling it back up to its actual size. I haven't noticed that bad of a scaling issue in the editor though with some of my high res decals. So I am thinking that they take our svgs and convert them to some proprietary scalable image format, which seems like an odd thing to do, but hey, this is Sony we are talking about...
 
Okay, just double checked the ideal ratio again. 16x10 ratio is ideal to get the maximum initial "default" size in PREVIEW. A 1600x1000 rectangle is significantly larger than a 1600x1600 square :) I am glad I started doing these tests.... :)

And yes, a 16x10 pixel rectangle is the same size as a 1600x1000 pixel rectangle in livery editor. Just as a 16/16 pixel square is the same size as a 6400x6400 square
 
Last edited:
I would agree considering what I have found, but if they scale down our decal so much, rasterize it, then it will surely look like hell scaling it back up to its actual size. I haven't noticed that bad of a scaling issue in the editor though with some of my high res decals. So I am thinking that they take our svgs and convert them to some proprietary scalable image format, which seems like an odd thing to do, but hey, this is Sony we are talking about...

Yep, a safe assumption is they take your SVG at ANY size, scale it to a certain size - which is perfectly scalable perfectly (because it's a vector), and then convert to a raster at a given size. How big you draw it doesn't matter, though yes ratio colud be relevant.

Perhaps back in this thread is a better place for this discussion though 👍
 
@Maninashed @MatskiMonk Ive got another sugesstion, to complete my livery in detail please, number (3) just in black with transparant background please, and if its posibble to modifie some existing svg logo's.? The bakersland logo please only the "grain" in Yellow, Zeijerveld please the big ball in Yellow all others in white please, and Vollebregt, Letters in White, animals in Black and the ball behind in black pleas, for hte right color yellow please use the Jumbo Yellow if possible!! thanks would be a huge pleasure again!
 

Attachments

  • download (3).png
    download (3).png
    2.2 KB · Views: 13
  • 4836959464746680840_1.png
    4836959464746680840_1.png
    5 KB · Views: 20
  • 4836959473468737032_1.png
    4836959473468737032_1.png
    6.2 KB · Views: 20
  • 6134563506031165952_1.png
    6134563506031165952_1.png
    7.7 KB · Views: 18
  • download (2).png
    download (2).png
    5.2 KB · Views: 11
Last edited:
Back