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

  • Thread starter daan
  • 10,544 comments
  • 527,580 views
Basically, what has happened is Adobe Illustrator saw the nice efficient markup of the gradient1 file, laughed maniacally, and promptly made it, and anything made using it, as verbose as possible. This is why gradient45 is almost twice as large as gradient1, and CarbonFiber is almost twice as large again.

Illustrator will suck in efficient code like this:
SVG:
<linearGradient ... >
    <stop offset="0" stop-opacity="0"/>
    <stop offset=".005"/>
    <stop offset=".01" stop-opacity="0"/>
    <stop offset=".015"/>
    [...]
    <stop offset=".985" stop-opacity="0"/>
    <stop offset=".99"/>
    <stop offset=".995" stop-opacity="0"/>
    <stop offset="1"/>
</linearGradient>

and transmogrify it to:
SVG:
<linearGradient ... >
    <stop offset="0" style="color-stop:#000000;stop-opacity:0"/>
    <stop offset=".005" style="color-stop:#000000"/>
    <stop offset=".01" style="color-stop:#000000;stop-opacity:0"/>
    <stop offset=".015" style="color-stop:#000000"/>
    [...]
    <stop offset=".985" style="color-stop:#000000;stop-opacity:0"/>
    <stop offset=".99" style="color-stop:#000000"/>
    <stop offset=".995" style="color-stop:#000000;stop-opacity:0"/>
    <stop offset=".1" style="color-stop:#000000"/>
</linearGradient>

Essentially it takes things that are implied by default in the SVG specification - like every object is filled black unless you specifically tell it not to be filled black - and instead states everything explicitly.

Thanks Adobe!

Go Ahead Reaction GIF


However, the good news is if you run CarbonFiber.svg through a GTS/GT7 compatible version of SVGOMG it will, with a "precision" level of 3, undo most of Adobe's idiocy and almost halve the file size!

Speaking of idiocy... if Polyphony Digital's SVG implementation hadn't been completely incompetent we wouldn't need 400 lines of gradient data (and a ~12kb optimised file) to achieve a simple pattern, instead we could do it with just 8 lines of gradient data and the whole thing would fit in just 830 bytes...

View attachment 1168256

The entire markup for which is:
SVG:
<svg xmlns="http://www.w3.org/2000/svg" width="1000" height="1000">
  <defs>
    <linearGradient id="a" x2="10" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".5"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="c" width="10" height="10" patternUnits="userSpaceOnUse">
      <path fill="url(#a)" d="M0 0h10v10H0z"/>
    </pattern>
    <linearGradient id="b" x1="20" x2="0" y2="20" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".25"/>
      <stop offset=".5" stop-opacity="0"/>
      <stop offset=".75"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="d" width="20" height="20" patternUnits="userSpaceOnUse">
      <path fill="url(#b)" d="M0 0h20v20H0z"/>
    </pattern>
  </defs>
  <rect width="100%" height="100%" fill="url(#c)"/>
  <rect width="100%" height="100%" fill="url(#d)"/>
</svg>

But nope, this won't work in GTS/GT7 because PD think they know better...

Thanks Polyphony!

Sacha Baron Cohen Thumbs Up GIF by Amazon Prime Video
Just saw this now. I think @BLiTZ once explained somewhere how he did this decal exactly :D
 
You can use gradient spread to create a repeat essentially making a series of lines. Then use your angles to overlay them.

My CF decals use only two gradients to achieve a high res CF pattern.
Its possible to achieve the same effect with just 8 colour stops if PD's SVG implementation wasn't so incompetent...

SVG:
<svg xmlns="http://www.w3.org/2000/svg" width="1000" height="1000">
  <defs>
    <linearGradient id="a" x2="10" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".5"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="c" width="10" height="10" patternUnits="userSpaceOnUse">
      <path fill="url(#a)" d="M0 0h10v10H0z"/>
    </pattern>
    <linearGradient id="b" x1="20" x2="0" y2="20" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".25"/>
      <stop offset=".5" stop-opacity="0"/>
      <stop offset=".75"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="d" width="20" height="20" patternUnits="userSpaceOnUse">
      <path fill="url(#b)" d="M0 0h20v20H0z"/>
    </pattern>
  </defs>
  <rect width="100%" height="100%" fill="url(#c)"/>
  <rect width="100%" height="100%" fill="url(#d)"/>
</svg>
 
Its possible to achieve the same effect with just 8 colour stops if PD's SVG implementation wasn't so incompetent...

SVG:
<svg xmlns="http://www.w3.org/2000/svg" width="1000" height="1000">
  <defs>
    <linearGradient id="a" x2="10" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".5"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="c" width="10" height="10" patternUnits="userSpaceOnUse">
      <path fill="url(#a)" d="M0 0h10v10H0z"/>
    </pattern>
    <linearGradient id="b" x1="20" x2="0" y2="20" gradientUnits="userSpaceOnUse">
      <stop offset="0" stop-opacity="0"/>
      <stop offset=".25"/>
      <stop offset=".5" stop-opacity="0"/>
      <stop offset=".75"/>
      <stop offset="1" stop-opacity="0"/>
    </linearGradient>
    <pattern id="d" width="20" height="20" patternUnits="userSpaceOnUse">
      <path fill="url(#b)" d="M0 0h20v20H0z"/>
    </pattern>
  </defs>
  <rect width="100%" height="100%" fill="url(#c)"/>
  <rect width="100%" height="100%" fill="url(#d)"/>
</svg>
I managed with 2 stops per gradient.

I played with lots of different methods prior to coming up with my final solution.

The best looking (on the computer) was a series of vertical dotted lines but again the game doesn't support patterned strokes so I had to go back to the drawing board.

You're also battling the pre-rendered scaling too - the game renders the SVG as a raster image at an undetermined resolution which is why you can't blow a decal up beyond around 150% before it looks fuzzy.

On GT Sport me and @MatskiMonk did a fair bit of digging into what was possible with SVGs with the various projects we had on the go.
 
Can someone help me out with this logo?
I cannot make a SVG file under 18kb from it and GT limit is ONLY 15kb
It can also be downloaded from my drive:
 

Attachments

  • logo projeto 3 contorno MENOR.png
    logo projeto 3 contorno MENOR.png
    13.4 KB · Views: 17
Hey guys, anyone able to whip these up for me? Thanks in advance
 

Attachments

  • 76789951-816D-4049-821F-0E4BCEAADCD9.jpeg
    76789951-816D-4049-821F-0E4BCEAADCD9.jpeg
    45.8 KB · Views: 13
Can someone please help me with this logo?
Can it be done with a transparent background please?
 

Attachments

  • Grouchyoldracer LOGO.png
    Grouchyoldracer LOGO.png
    111.4 KB · Views: 11
Last edited:
Got a new batch of logos for GT Sport and 7. First, This with both white and black "Electric Trains" Text and no white background.
MTH-wing-logo.jpg

This MTH Logo or something close to it.
vG-yZ0FA4ZI_C7-q8edbpT5vhgoIMac69Ju9jsk7zhWnUiLp8zNY2vlzNSiaqT1HgbMK


Plus some Lionel logos
2500186.gif

LIONEL
 
Has anyone made the Porsche GT3 RS decal that runs along the side of the car? I am after the actual svg file not a in game link as it will be used for a AC skin.

This thread is such a great resource for logos, I did search but came back with nothing :(
 
Can someone help me out with this one? Have tried using the online compressing tools, but they just make it muddy.

Also have PNG if that is easier.

Thx!
 

Attachments

  • Badge_of_the_Canada_Border_Services_Agency.svg
    156.4 KB · Views: 12
Last edited:

Latest Posts

Back