If GT5 does incorporate a livery editor...

  • Thread starter EJRocky
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I believe a livery editor would be another way to mask some of the definition failings of the standard cars. Allied to the new wheels, the ability to create completely unique looking cars using decals, logos and other such artwork would make you focus more on the overall look of the car, rather than "ohh god, look at how jagged that ,,,,,, is (insert shutlines, wheel arches, window surrounds etc)
 
Here is a quick question for us also.

Which would you rather have an amazing livery editor or have say maybe the most poplar standard cars finally made complete (say maybe 200 - 400 of the current standard models).

I would lean towards the standard models being made complete. To be honest with you I rarely use the paints, mainly because have not been playing GT5 much because of working so much.
 
Here is a quick question for us also.

Which would you rather have an amazing livery editor or have say maybe the most poplar standard cars finally made complete (say maybe 200 - 400 of the current standard models).

One is realistic. One is not.

Livery editor= realistic. Been wanted for some time now.

Converting 200-400 standard cars= Not easy. Then, take into account the number of new, current cars that need modeling. Unrealistic for GT6. I think PD can model 200 more premiums for GT6, just not all standard conversions. It'll be mostly cars that never appeared before in a GT game with a few handfuls of classic standards upgraded.
 
Here is a quick question for us also.

Which would you rather have an amazing livery editor or have say maybe the most poplar standard cars finally made complete (say maybe 200 - 400 of the current standard models).

I would lean towards the standard models being made complete. To be honest with you I rarely use the paints, mainly because have not been playing GT5 much because of working so much.


^This is what gets me about some of the questions users pose. Why are the loaded questions for one? Better yet why does it have to be one or the other?

Also as said by many people before, now and in the future just because you soley do things a certain way, doesn't make it the majority or the most important view point.
 
LMSCorvetteGT2
Why is that an issue?

The issue is what is point having the racing cars in the game then? With livery editor, you might as well make Super GT GTR's a racing mod then.
 
The issue is what is point having the racing cars in the game then? With livery editor, you might as well make Super GT GTR's a racing mod then.

Uh, cause the specs aren't the same, I'd thought that some with an avatar like yours would understand that concept, but then again that's my fault. You make it seem that race cars don't have a place in a game with such a feature. Go looks at pCars and IRacing if you're going to get asinine about it, then you can see why you're not fully right.
 
The issue is what is point having the racing cars in the game then? With livery editor, you might as well make Super GT GTR's a racing mod then.

Because in GT5, you can't tune a GT-R into one of those Super GT GT-Rs.

You can't make any genuine racing cars in GT5. And even if you did, the tunes/setups are going to be way different.
 
GT needs something at least like Ferrari Challenge. I mean, that game at least had some basic design stripes.

Five installments later, and we're still hoping and praying. Shoot me.
 
With livery editor, you might as well make Super GT GTR's a racing mod then.

Yeah, you might as well. Should have done that in the first place, in fact, rather than the silly way that PD actually did implement the JGTC cars; where they seem to have made up the performance characteristics from scratch for each one rather than copy-pasting everything like they should have.

In fact, it seems to me that the downsides that you are purporting as being so obvious simply don't exist.


Here is a quick question for us also.

Which would you rather have an amazing livery editor or have say maybe the most poplar standard cars finally made complete (say maybe 200 - 400 of the current standard models).

Because car modelers and programmers are exactly the same thing.
 
A Livery Editor is a Great Thing. It is Time consuming and it create unlimited New Version of cars.
Of course we would Need more Tuning Options.

A Livery Editor is also Great for a Online League.

It is just awesome and Adds more depth in the GT Franchise.
The Livery Editor should be as powerful as the FM Livery Editor.
Just Look at picture or Videos and you want a Livery Editor :)

greenlightning
Here is a quick question for us also.

Which would you rather have an amazing livery editor or have say maybe the most poplar standard cars finally made complete (say maybe 200 - 400 of the current standard models).

I would like to see a Livery editor. And they are not the same. The Developer are devided in different groups.

And PD will not make over 300 new p cars for GT6. Thats unrealistic.

greenlightning
I would lean towards the standard models being made complete. To be honest with you I rarely use the paints, mainly because have not been playing GT5 much because of working so much.

Believe me you would use it. You dont have to created them if Yamauchi is intelligent he will Add a auction House too.

You can download Designs from other users.
 
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R31 Skyline JGTC car
DSCF0813.jpg

Thought that was the R30? It was in GT2
 
A Livery Editor is a Great Thing. It is Time consuming

The way I see it, that is an issue that Polyphony could try to solve in order to one-up livery editors in other games, by creating an extremely rich and powerful livery editor, but one that is much easier to use, no matter how complicated the livery is that you want to design. It's a sorry state of affairs however because I know that I can't trust Polyphony to do that, given their UI failings in GT5.

I dread to think what a Polyphony designed livery editor would look like. We'd probably have some absurd system where we have to login just to collect colours.

Oh wait.
 
As I said some times already. Just a simple export > import button tool would work wonders... people that play racing games/sims are used to this stuff on pc... let us export a PNG, BMP, TGA, whatever file, then export to usb drive, edit on pc and import it back.
Even silly flash games like Car Town can do this. :lol:

For those that do not want it or do not believe it adds any value, simple you would not have to use it.

Exactly: don't like it, then don't use it. Personally, I've never used drifting in GT5 at all, and I probably never will. Would I mind PD expanding/elaborating that feature? Hell no!
 
Because car modelers and programmers are exactly the same thing.

You are right that they are not the same thing, but both modelers and programmers needs to be paid for their job. In the end it's a matter of which thing PD should spend money on, if we suppose:

1. That PD wants to convert standard cars to premiums
2. That PD wants to implement a livery editor
3. That PD doesn't currently have enough staff to do any of those
4. That PD only have the money to recruit staff for either one of the tasks and not both
 
4. That PD only have the money to recruit staff for either one of the tasks and not both

I don't see why you need to recruit staff to build a livery editor or model cars, when PD already contain staff who can do both. There are already 50 car modellers at PD, and there are already staff that could build a livery editor, as evidenced by cars in GT5 that contain stickers and decals.

I cannot imagine it to be too hard, or understand why building a livery editor requires a hiring spree, when many, many games past and present, from studios large and small - and some with much less resources than Polyphony - have included livery editors.

We're not talking about a feature that requires a hiring spree to get a team with PhD's in astrophysics to figure out; we're talking about a feature that allows us to put stickers on a car. And given that GT5's cars already contain stickers, it will be a case of packaging those tools up into a UI that the gamer can use.

If PD need a hiring drive to get staff to do that, they may as well pack up and go home.

And also, by way answering your other points...

1 - Is not going to happen, it will take too long.
2 - Is going to happen, as has been stated by Kaz.
3 - Even if they didn't (they do), Kaz already said it's going to happen, so point is irrelevant.
 
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deep_sky
I don't see why you need to recruit staff to build a livery editor or model cars, when PD already contain staff who can do both. There are already 50 car modellers at PD, and there are already staff that could build a livery editor, as evidenced by cars in GT5 that contain stickers and decals.

I cannot imagine it to be too hard, or understand why building a livery editor requires a hiring spree, when many, many games past and present, from studios large and small - and some with much less resources than Polyphony - have included livery editors.

We're not talking about a feature that requires a hiring spree to get a team with PhD's in astrophysics to figure out; we're talking about a feature that allows us to put stickers on a car. And given that GT5's cars already contain stickers, it will be a case of packaging those tools up into a UI that the gamer can use.

If PD need a hiring drive to get staff to do that, they may as well pack up and go home.

And also, by way answering your other points...

1 - Is not going to happen, it will take too long.
2 - Is going to happen, as has been stated by Kaz.
3 - Even if they didn't (they do), Kaz already said it's going to happen, so point is irrelevant.

Even though I don't program video games I do design database and UI systems. I would venture to guess that the existing staff at PD is already quite taxed. If I was saddled with a whole new development project t on top of my already massive workload neither of my assignments would have top notch quality.

Sure they could probably crank out some "usable" pile of garbage that works but then everyone would just complain about how much it sucks and that they should have spent more time on it.

An editor like this IS NOT just some simple thing to do. It's almost like creating a whole operating system for each model type. It is possibly only slightly less intensive than making a premium version. I say this only because when modeling a premium you only have one set of variables, that being the particular model you are building. Mapping a surface for hundreds of thousands of possibilities along with reflection and texture is a whole different ball of wax. I can tell you from my experience that building a static function is much easier than a user dynamic variable environment is. And it is quite a stretch to say what I do is anywhere near as difficult as it is to program one of these games.

An editor would be great but if you want what FM or others have so bad why are you still playing this?

I say cut them some slack, they "may" already be deep in development of this feature.
 
smskeeter23
An editor like this IS NOT just some simple thing to do.
And yet many games past and present, and from teams much smaller and less technologically advanced than Polyphony Digital, have managed to figure it out? I'm sorry, but these arguments that either Polyphony can't, don't have the resources, or that "it's not easy", are highly incredulous, and to be honest, ludicrous.

Okay, it may not be "simple", air-quotes, but that Polyphony could find making an editor so taxing, when many other games and studios have delivered such rich editors in the past… it's a ludicrous argument. It's just totally and utterly absurd.
 
This should be the "funny jokes" day. Because I'm reading a livery editor is hard to implement, difficoult, time consuming... Holy Jesus the 1st GT comes in the 90s. We are in bloody 2012 and counting.

They just have to tell us when they'll decide to move their lazy ass and give us a damn livery editor. That it's all about. No jokes, no excuses, no BS.
 
This should be the "funny jokes" day. Because I'm reading a livery editor is hard to implement, difficoult, time consuming... Holy Jesus the 1st GT comes in the 90s. We are in bloody 2012 and counting.

They just have to tell us when they'll decide to move their lazy ass and give us a damn livery editor. That it's all about. No jokes, no excuses, no BS.

So would rather have the imperfect GT5 now or wait till they get what everyone wants and make it a perfect game?
 
So would rather have the imperfect GT5 now or wait till they get what everyone wants and make it a perfect game?

Well we obviously know they can't wait, Sony wont let them. Also patching it in or even DLC will just cause bugs most likely even if it were on the PS4.
 
Even though I don't program video games I do design database and UI systems. I would venture to guess that the existing staff at PD is already quite taxed. If I was saddled with a whole new development project t on top of my already massive workload neither of my assignments would have top notch quality.

Sure they could probably crank out some "usable" pile of garbage that works but then everyone would just complain about how much it sucks and that they should have spent more time on it.

An editor like this IS NOT just some simple thing to do. It's almost like creating a whole operating system for each model type. It is possibly only slightly less intensive than making a premium version. I say this only because when modeling a premium you only have one set of variables, that being the particular model you are building. Mapping a surface for hundreds of thousands of possibilities along with reflection and texture is a whole different ball of wax. I can tell you from my experience that building a static function is much easier than a user dynamic variable environment is. And it is quite a stretch to say what I do is anywhere near as difficult as it is to program one of these games.

An editor would be great but if you want what FM or others have so bad why are you still playing this?

I say cut them some slack, they "may" already be deep in development of this feature.

I agree that we should cut them some slack, but the real-time 3D graphics methods required to get this to work are pretty mature. The UI design, or, more specifically, the actual user controls, are the critical part, though. It goes without saying that the work needs to be scheduled properly in order to be done properly (PD aren't afraid to take their time, which is probably what half the "complaints" are in fear of). Then there's the "boring" stuff like handling saved liveries, undo history etc., but fundamentally, it isn't that hard to do (although clearly there is a difference between getting something to work, and getting it to work well and "feel" good). Nobody knows the timescale involved for the development of the livery editor, nor (especially) how long they've already been working on it, so there's no point trying to assume the sequential and parallel personal workloads involved, either.

The fact that each car has a different mesh is irrelevant, because you would use methods that are "mesh agnostic", e.g. projected decals, draw "directly" on the "template" etc. The problems arise when things like the underlying model and texture / UV / normal map have inconsistencies and errors, as has been seen with some cars in the Forza games, among others. If PD were smart and forward thinking, and didn't change their minds along the way, the Premiums would already have provisions in place for this sort of thing - much like they are supposedly modeled as their individual parts, even though the only use for that in the game turned out to be toned-down damage and replaceable bumpers.

Before the game was released, PD demonstrated damage models that clearly showed they have dynamic decals working (and it might be used for the dirt and damage in the final game), so it's a case of finding a way to dynamically create those decals first, then apply them to the car by wrapping the existing system up in some form of usable interface (like the photomode, but less lethargic) and then, once you've finished, merging the layers together into a single texture for the game to load in-race (which is how FM appears to do it). A major issue is that, on the PS3, those textures won't look all that great at the end of it.
 
deep_sky
The way I see it, that is an issue that Polyphony could try to solve in order to one-up livery editors in other games, by creating an extremely rich and powerful livery editor, but one that is much easier to use, no matter how complicated the livery is that you want to design. It's a sorry state of affairs however because I know that I can't trust Polyphony to do that, given their UI failings in GT5.

I dread to think what a Polyphony designed livery editor would look like. We'd probably have some absurd system where we have to login just to collect colours.

Oh wait.

You dont understand me. Ok is my fault....
My english isn't Good :(

I Said the Livery Editor is Time consuming, because you Create Good Content and can waste hour's on doing it.

The best Livery Editor has FM4 which is easy to understand and very Very powerful.

PD should make a equel Livery Editor or non in my oppinion.
 
I wouldn't mind seeing a livery editor (personally I'm a sleeper fan myself) I would really love to see one like Import Tuner Challenge's, but just simpler, in all honesty, I really would love to see ITC's overall customization in GT5, it was really good!
 
I wouldn't mind seeing a livery editor (personally I'm a sleeper fan myself) I would really love to see one like Import Tuner Challenge's, but just simpler, in all honesty, I really would love to see ITC's overall customization in GT5, it was really good!


ITC... Or Shutokou Battle Ten. The TXR game that PS3 should have, and never happened :(

Still have good memories from TXR3 on PS2.
 
It would be awesome if it did , hopefully with some sort of marletplace where you can sell them online ( ingame ) ...
I think i would be more busy with painting cars then driving them :P
 
If GT5 does incorporate a livery editor, a porn car, a marijuana car, and a brony car will all appear online within an hour of the update. And it will only get worse from there. Despite this, I still want one.
 
You dont understand me. Ok is my fault....
My english isn't Good :(

I Said the Livery Editor is Time consuming, because you Create Good Content and can waste hour's on doing it.

The best Livery Editor has FM4 which is easy to understand and very Very powerful.
Yeah, I generally agree, but I definitely think there is an opportunity for Polyphony to construct a livery editor that is even easier, more powerful and more intuitive than the one in Forza.

Unfortunately I don't have the solution, but having a livery editor in future GT games where only the most talented people could get the most out of it would be a shame.

Of course designing a complex livery is always going to take time, for sure; but I just wonder if there an easier way of doing it, than the way Forza handles it will a 1000 layers, and having to do "tricks" to get desired liveries.

If PD could find a way to do that, it would be a great one-up on Forza, and maybe those artists playing Forza would come back to, or rejoin for the first time, the GT community :)
 
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