Decals too large?

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MarshmallowMan45
I've uploaded a few decals so far and on the website everything looks great. Yet when I put them on a car in the game some of the decals are cut off or not in the center of the box. Does anyone know how to fix this?
 
I just tried that and nothing changed. It was a svg file i downloaded from another website, I put in inkscape to try what you said and nothing. Is there something else i should try since i downloaded it from a website?
 
I have the same issue. I created some decals yesterday. They uploaded fine on the GT website and also look fine there, properly centered and everything. In the game however, some of these decals are cut off (some only at the right side, some right side and bottom side). Other decals show as completely empty in the game. Some of the decals however look fine.

In my understanding, the game only uses the "top left area" of each decal and simply cuts off the rest. I have not figured out the reason for this. All decals were processed in the same way with the same software (Adobe Illustrator). I also resized the page to fit the objects for all decals.


EDIT:
On top of this, I also found that you can only zoom in so far into a decal before the edges become jagged. This also doesn't seem to happen with all decals. I assume that some of the (more complex?) shapes have an underlying bitmap which can only be zoomed so much before showing up? I don't know enough about vector files to really understand the reason for this, but I am sure someone can help me out here. If there would be a way to create a decal to appear larger on the car to begin with so I don't have to blow it up so much, I would also be very grateful!


EDIT #2: I just read that BMPs must not be embedded in the SVG vector files. I checked my Illustrator settings and found that I did embed the pictures in the files. Again, I don't know exactly what this means, but I assume that at least one of the aforementioned issues is connected to this. I will rework my decals again and save them with embedding disabled, but I won't have access to the game for a day, so I can't try this.


EDIT #3: Sorry, another one ... I just re-opened all my decals in Adobe Illustrator and I found the reason why they appear displaced/cut off in the game: the decals are actually displaced in respect to the page (=work surface). For a strange reason, I can ask Illustrator to resize/fit the page to the decal (which it does fine), save the SVG, re-open it and the decal is displaced again. Only if I manually move the decal to the work surface and then save the SVG, it will be correct when re-opening. I don't know if this is a bug in Illustrator or if my line of thinking is wrong, but I think that this may fix the misplaced/too large decals.
Please note that this displacement of the decal will not show in the browser when you upload it on gran-turismo.com. There every decal will look properly centered, even if it is displaced in the actual SVG file. The game however will use the displaced version of the decal, so make sure the graphics in your file is actually properly centered on the work surface.

EDIT #4: Wow, so many edits! I can confirm this is an issue with Adobe Illustrator: https://forums.adobe.com/thread/1626134
 
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Wow lots of info! Thank you, that can be useful in the future. I’m actually using Inkscape and I’m actually just getting pics from google and making them myself. Haven’t had any problems yet.
 
You're welcome!

Can you attach an example decal that appears cut-off in the game to your posting? I could take a look in Illustrator to see whether the decal is displaced in respect to the work surface. This would also help me to learn the things that can go wrong with these files. Thanks!
 
On top of this, I also found that you can only zoom in so far into a decal before the edges become jagged. This also doesn't seem to happen with all decals. I assume that some of the (more complex?) shapes have an underlying bitmap which can only be zoomed so much before showing up? I don't know enough about vector files to really understand the reason for this, but I am sure someone can help me out here. If there would be a way to create a decal to appear larger on the car to begin with so I don't have to blow it up so much, I would also be very grateful!

Vector files cannot be applied to a 3D model of a car directly, so what you see is a bitmap representation of your vector artwork. I would assume when finalising your design, GTS will render the vector file in the required resolution to appear sharp. I haven't really tested this, but I also haven't seen a rendered car with a decal on it that has jagged edges.
 
Thanks for explaining this!

For checking, I uploaded two decals which were identical except one detail: one of the decals was saved at 100% size, the other one at 300% size. So when I opened them in Illustrator, the 300% one would appear to be 3 times as large. When applied to a car in the game however, they would both be displayed with the same starting size. So it seems that the game has an internal default size for all decals, no matter how small or large they were when they were saves as an SVG.

This should be no issue because a vector file is scalable without loss of quality. But like you said, the game needs to make any decal a bitmap in the end to be able to display it. The starting size of a decal therefore seems to determine the applicable "zoomability". You can try this with any decal, also game-internal decals. Take one with curves or rounded edges and stretch it out over the car. You will see that first the edge will start to blur slightly, then jagged edges will start to appear.

I admit that the zoom factor has to be quite high for this to happen, but if you want a decal to stretch over a larger part of the car, you may already experience the first effects of this. For example, in scapes renderings you can see that small logos appear perfectly sharp while adjacent decals which were stretched more have slightly blurry edges.
 
For example, in scapes renderings you can see that small logos appear perfectly sharp while adjacent decals which were stretched more have slightly blurry edges.

Really? I have to keep an eye out for this, that wouldn't be good.

Even though it would make absolutely no sense, I wonder if GTS is using the ppi setting to determine the initial size and scalability of the created bitmap.
 
Same problem here. Yesterday I uploaded about 15 logos. After the 7th all of them are cutted in the game view. Just a half of each logo can be seen.
 
Same problem here. Yesterday I uploaded about 15 logos. After the 7th all of them are cutted in the game view. Just a half of each logo can be seen.
Which software did you use to save these SVG files? And can you upload one or two of the cut-off-ones here so I can take a look? Thanks!
 
Hi, this is probably a common problem, but I was wondering if anyone could tell me what I'm doing wrong here too?

Just cannot get anything under 15kb :lol: like, for example...

I made a Homer, in Illustrator, via Image Trace like so:



eMdWhPL


The .ai file is 1.09MB

Then saved it is an SVG, like so:

nk4mNQU



That SVG file was 45kb



So i ran it through SVGOMG, like so:



iSc8HUS


Notice it gives me a "saving" of 26.36% - i have no idea what exactly that is referring to. Does that mean i am only saving 12.83kb in total yea ?
I'm really poor at maths, sorry, so I'm pretty confused.
I kept thinking it was reducing the file size TO 12.83kb, but it's just taking 12.83kb off of the original 45kb yea ? As the final file size says

VPkn6QF


I assume Windows is just rounding the numbers off to 15kb off, instead of showing an exact file size reduction of 32.17kb or something like that ?

I've read that illustrator keeps a whole tonne of unnecessary code, linked inside the SVG file that people can delete out, to further reduce the file size. But I have no idea what I'm looking at in there, so didn't want to delete something that would break it.

If anyone wants to have a look, the .ai file is here: https://ufile.io/ujtgg
and the SVG file is here: https://ufile.io/4a8dt


Sorry if I'm filling up posts with already resolved questions, but I'm so stuck :lol:

EDIT: Apologies also, as Imgur apparently hates being linked to here, so has shown broken image links within this post, that i can't now edit out. Ignore the broken image links, as they're just duplicates of what you can see here.
 
Hi, this is probably a common problem, but I was wondering if anyone could tell me what I'm doing wrong here too?

Just cannot get anything under 15kb :lol: like, for example...

I made a Homer, in Illustrator, via Image Trace like so:



eMdWhPL


The .ai file is 1.09MB

Then saved it is an SVG, like so:

nk4mNQU



That SVG file was 45kb



So i ran it through SVGOMG, like so:



iSc8HUS


Notice it gives me a "saving" of 26.36% - i have no idea what exactly that is referring to. Does that mean i am only saving 12.83kb in total yea ?
I'm really poor at maths, sorry, so I'm pretty confused.
I kept thinking it was reducing the file size TO 12.83kb, but it's just taking 12.83kb off of the original 45kb yea ? As the final file size says

VPkn6QF


I assume Windows is just rounding the numbers off to 15kb off, instead of showing an exact file size reduction of 32.17kb or something like that ?

I've read that illustrator keeps a whole tonne of unnecessary code, linked inside the SVG file that people can delete out, to further reduce the file size. But I have no idea what I'm looking at in there, so didn't want to delete something that would break it.

If anyone wants to have a look, the .ai file is here: https://ufile.io/ujtgg
and the SVG file is here: https://ufile.io/4a8dt


Sorry if I'm filling up posts with already resolved questions, but I'm so stuck :lol:

EDIT: Apologies also, as Imgur apparently hates being linked to here, so has shown broken image links within this post, that i can't now edit out. Ignore the broken image links, as they're just duplicates of what you can see here.


If all automatic optimisation fails, the only thing left to do then is to go in and manually delete points to bring the file size down. The ai file looks pretty good. You have the black part one one solid layer, which is good. Apart from deleting points, you can also merge all layers with the same color together, this will help reducing the file size too. So if I counted correctly, you will have only 14 different layers/objects.
 
Hi, this is probably a common problem, but I was wondering if anyone could tell me what I'm doing wrong here too?

Just cannot get anything under 15kb :lol: like, for example...

I made a Homer, in Illustrator, via Image Trace like so:



eMdWhPL


The .ai file is 1.09MB

Then saved it is an SVG, like so:

nk4mNQU



That SVG file was 45kb



So i ran it through SVGOMG, like so:



iSc8HUS


Notice it gives me a "saving" of 26.36% - i have no idea what exactly that is referring to. Does that mean i am only saving 12.83kb in total yea ?
I'm really poor at maths, sorry, so I'm pretty confused.
I kept thinking it was reducing the file size TO 12.83kb, but it's just taking 12.83kb off of the original 45kb yea ? As the final file size says

VPkn6QF


I assume Windows is just rounding the numbers off to 15kb off, instead of showing an exact file size reduction of 32.17kb or something like that ?

I've read that illustrator keeps a whole tonne of unnecessary code, linked inside the SVG file that people can delete out, to further reduce the file size. But I have no idea what I'm looking at in there, so didn't want to delete something that would break it.

If anyone wants to have a look, the .ai file is here: https://ufile.io/ujtgg
and the SVG file is here: https://ufile.io/4a8dt


Sorry if I'm filling up posts with already resolved questions, but I'm so stuck :lol:

EDIT: Apologies also, as Imgur apparently hates being linked to here, so has shown broken image links within this post, that i can't now edit out. Ignore the broken image links, as they're just duplicates of what you can see here.


To add to the previous suggestions, you can also break the image into parts.

I fiddled with the svg by removing the high-lights and manually optimizing the paths, and then removed everything below the waist to get it down to 14kb:
https://cdn.rawgit.com/zials/660a5a...6a43cae836b3bc1d629a9cc94fd2c68b/homerTop.svg

Feel free to modify it further as you wish.
Then you just need to make a version with only the pants - it'll probably be below 15kb because there isn't much details in the legs anyways - and then you can align the two parts in the livery editor.
 
If all automatic optimisation fails, the only thing left to do then is to go in and manually delete points to bring the file size down. The ai file looks pretty good. You have the black part one one solid layer, which is good. Apart from deleting points, you can also merge all layers with the same color together, this will help reducing the file size too. So if I counted correctly, you will have only 14 different layers/objects.

To add to the previous suggestions, you can also break the image into parts.

I fiddled with the svg by removing the high-lights and manually optimizing the paths, and then removed everything below the waist to get it down to 14kb:
https://cdn.rawgit.com/zials/660a5a...6a43cae836b3bc1d629a9cc94fd2c68b/homerTop.svg

Feel free to modify it further as you wish.
Then you just need to make a version with only the pants - it'll probably be below 15kb because there isn't much details in the legs anyways - and then you can align the two parts in the livery editor.

Thanks so much, kind GTPlaneteers. I will take on your advice and see if i can apply it to some other SVGs I'm trying to create. Really appreciate it :cheers:
 
For your better understanding of the file size limits, simply imagine that SVG files are text descriptions of the images you are converting. In simplified terms, an SVG file is a list of commands saying things like:

- at a position of 10x90px from the top left point, draw a horizontal solid black line which is 5px wide and 100px long
- at the end point of the line, draw a vertical solid black line which is 5px wide, 146px long
- at a position of 100x100px from the top left point, draw a box which is 363px high and 126px wide, then fill the box with a gradient at 45° angle which goes from pure red to pure blue
- ...

Of course this isn't written in plain text like this, but in the markup language XML. Still, it is a list of single commands, describing every part of your image. Obviously, the 15kB limit that is in place limits the amount of commands that can be in the file. This makes it impossible to describe arbitrarily complex shapes within this text of limited size. Optimization can remove unnecessary commands from the text and merge several commands into one (when possible), but this can only do so much. At the end of the day, there will be shapes which are so complex or are made of so many singular elements that they cannot be fully described within 15kB of XML commands. At this point, you can simplify the shape further, but these shortcuts will become visible in the resulting decal. Alternatively, you can cut up the decal into parts and visually merge these parts back together in the game. Effectively, this will also cut up the code into smaller pieces, so you can save it to separate files which are smaller than 15kB each.
 
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I use Illustrator. But I have been uploadin without problems sin day one.
There's a software bug in Illustrator which may displace the decal in respect to the work surface. The decal will upload and will also look fine in the browser, but will be displaced (and thus cut-off) in the game. Please read my EDIT #3 and #4 in my post here.
 
Vector files cannot be applied to a 3D model of a car directly, so what you see is a bitmap representation of your vector artwork. I would assume when finalising your design, GTS will render the vector file in the required resolution to appear sharp. I haven't really tested this, but I also haven't seen a rendered car with a decal on it that has jagged edges.
Make a looong decal and you’d see it is blurry/jaggy. Like my Gatebil taxi stripes. They’re too long and thin to be represented nicely. Weird stuff.
 
GT Sport seem to struggle with the "g transform" functions, like translate or scale.

The objects with them appears nice in the uploader (since the browser can use the transform functions) but are out of the window in GT Sport.
The solution to this problem is to use SVGOMG : instead of using the transform function on the numbers of the file, it recalculate the numbers and delete the function.
It works very well with some files created by using PNG to SVG online converter, because it creates a scale -0.1 function, so totally out of the usual range.

(Note that is not a solution for all problems, as some SVGOMG files still do not work in the game)
 
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