you really are the dogs danglies 😎And its still only ~7kb!
- Added extra outer star path (so the curved tips are now correct)
- Removed duplicate letters in California Highway Patrol (only data for CALIFORN HGWY PT actually in file)
- Added 31 little white stars (well, just one really)
- Added Eureka text
- Added water and sky semi-circles.
- Fixed the errors (in document setup) that resulted in objects getting progressively more and more off-centre.
View attachment 1169283
(ignore the 94.76k, there is a lot of stuff I've manually hidden while I'm not actively working on it which SVGOMG thinks I want to get completely rid of too. SVGOMG is good, but not that good!
Hope these help. I've not tested them in-game just yet.The needs have arisen once again! These numberboards need the help of many a svg wizard!
Thanks very much for helping me, but when I tried in-game it was just black w/the Miclelin and alpha logos visible. I'll just try again so it works somewhat differenly.Hope these help. I've not tested them in-game just yet.
EDIT: I suggest you to remove the "#" in the filenames to prevent the game from crashing in the livery editor.
Try running it through svgomg, that fixes a lot of issues I have had.Thanks very much for helping me, but when I tried in-game it was just black w/the Miclelin and alpha logos visible. I'll just try again so it works somewhat differenly.
Try running it through svgomg, that fixes a lot of issues I have had.
I gave this a try and re-SVGOMG'd this. Same messed up result.View attachment 1169626
Tried that as well, as well as re-doing the decal, same result each time. I think I'll just scrap it for now
awesome, it works! Thanks so muchI gave this a try and re-SVGOMG'd this. Same messed up result.
Then I brought them into my design program (Sketch), reexported, then reSVGOMG, and they seem to work for me. Give these a try:
@Jonny99 I had to split each of these into 2 layers to get each under 15k, but these are tested in-game and work for me.View attachment 1169350View attachment 1169351Could you this two to 15kb?? With the Düsseldorf City Logo and the logo of ice hockey team Krefeld Pinguine. Thank you.
It’s ok and it’s worked!!! Thank you so much!!!😃@Jonny99 I had to split each of these into 2 layers to get each under 15k, but these are tested in-game and work for me.
In case the layering isn't familiar for you, place/position Layer 1. Then you want to "Duplicate Layer" then "Replace Decal" with Layer 2 on top. This way they lay perfectly over one another. Positioning them freehand will be difficult otherwise.
Apologies for that. Couldn't check those decals before.View attachment 1169626
Tried that as well, as well as re-doing the decal, same result each time. I think I'll just scrap it for now
Here's "b MEDIA".Hello! I'm trying to replicate a real livery for a 911 GT3 currently being used by a driver from my home island in the Porsche Sprint Challenge North America, and there's three decals I can't find anywhere nor I've been successful in creating them (my knowledge creating svg's are almost none).
If someone can provide assistance or if it's not much to ask could create them, I'll be very grateful.
Here's the actual car and below the three decals needed.
View attachment 1169886
View attachment 1169887
(another version of it
View attachment 1169890
View attachment 1169888
View attachment 1169889
Here's the blue Masport logo.Looking to enter the LEC #5 with my first competition livery.
Making a classic V8 supercar, but I cant find a few suitable decals. I'd be so pleased if anyone can help.
View attachment 1170052
Thankyou!!Here's the blue Masport logo.
Apologies for that. Couldn't check those decals before.
Here's "b MEDIA".
Update:you really are the dogs danglies 😎
this is above and beyond man 👍Update:
Added a few more details and still reduced file size with no loss of detail! Been trying to get the "outer" section to use as little space as possible so I can cram as much of the center section into it too... The goal is to get the whole thing to use no more than two individual SVGs.
View attachment 1170147
For the center section manually reduced anchor point count from 2168 to 1400. Every curve (not path, just each little tiny curve) had two or three more anchor points than was necessary to achieve the shape required. Every path manually edited so far (174) also had 1 extra anchor than necessary because all paths were open with the first and last anchor points overlapping.
BEFORE:
View attachment 1170148
AFTER:
View attachment 1170154
And there are still more savings to be had... the boats haven't been optimised yet; every path is an open path (and thus has that same extra unnecessary anchor point as all the other objects had) and the path data for many elements of the sails can be re-used (eliminating a lot of redundant data). Similarly, path data for all but one of the stars on the shield can be removed, re-using the data for recreating the missing stars.
May be able to re-use path data for one of the leaves at the bottom, and remove the rest, but as each leaf is only actually 2 anchor points the path data re-use "trick" many actually end up using more file space, but I'll cross that bridge when I come to it.
Bear with me, it shouldn't be too much longer.
Thank you for sharing, I am learning a bit from your posts. I am self teaching and I am slowly figuring out how to achieve good results from Vectornator. I had made a decal for the current livery competition that was around 500 kb. Yesterday I started doing what you described above, I probably removed 5-600 nodes that were totally redundant, down to 50kb. In some spots there were 10 to 15 points on a straight line. Anyway, thanks again for taking the time to share your process.Update:
Added a few more details and still reduced file size with no loss of detail! Been trying to get the "outer" section to use as little space as possible so I can cram as much of the center section into it too... The goal is to get the whole thing to use no more than two individual SVGs.
View attachment 1170147
For the center section manually reduced anchor point count from 2168 to 1400. Every curve (not path, just each little tiny curve) had two or three more anchor points than was necessary to achieve the shape required. Every path manually edited so far (174) also had 1 extra anchor than necessary because all paths were open with the first and last anchor points overlapping.
BEFORE:
View attachment 1170148
AFTER:
View attachment 1170154
And there are still more savings to be had... the boats haven't been optimised yet; every path is an open path (and thus has that same extra unnecessary anchor point as all the other objects had) and the path data for many elements of the sails can be re-used (eliminating a lot of redundant data). Similarly, path data for all but one of the stars on the shield can be removed, re-using the data for recreating the missing stars.
May be able to re-use path data for one of the leaves at the bottom, and remove the rest, but as each leaf is only actually 2 anchor points the path data re-use "trick" many actually end up using more file space, but I'll cross that bridge when I come to it.
Bear with me, it shouldn't be too much longer.
Just tried a test to see how much more I can squeeze into the "base" layer...this is above and beyond man 👍
that is just unreal 😎Just tried a test to see how much more I can squeeze into the "base" layer...
View attachment 1170159
Dude your SVG skills are blowing my mind. All I can do is trace basic shapes and turn text into paths!Just tried a test to see how much more I can squeeze into the "base" layer...
View attachment 1170159