User Decals - A Tutorial On How To Make .SVG (Request in separate thread)

  • Thread starter daan
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Can you post up a couple of examples of what you're trying to create?
I'm trying to make SVGs of these plus a few others.
 

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I'm trying to make SVGs of these plus a few others.
Hand tracing will get the best results . However here is A quick tutorial on a color scan in Inkscape.

1 Find a high quality image to scan with sharp edges.

2 Use these settings trying for lowest # of scans but see all color zones in preview picture.
ucf1.png

3 ungroup the result and drag the paths apart. Like this.
ucf2.png

4 Need to study paths to work out what is duplicated and what needs color changing for final decal.
In this case - The holes in the grey need to be white.
- The holes in the black need to be gold and does not need the text knights.
5 Select the grey path and use [path] [break apart] All the resulting paths except the big outline can be made white and recombined.
ucf3.png

6 The black path can be broken apart. I changed the new outer path to red and pushed it to the bottom to make the next step simpler.
ucf4.png

7 Delete the paths for the letters in knights. Recombine the remaining black paths and change them to gold. you can now delete the original gold path in 2nd picture. Change the red back to black.
ucf5.png

8 Reposition and re layer the paths white to the top, then gold then black with grey at the bottom.
ucf6.png

9 Delete the original Image. Select all paths and resize page to selection. then save.

10 use SVGOMG to reduce file size.

In this case a low precision of one was used in SVGOMG to get the file under 15kb.
By deleting the grey path and giving the black path a thin white stroke I could use precision 2 in svgomg.

Final results in the zip.

Edit: Did a hand trace for comparison (knights3.zip) and used a very close font for the word "knights". This method could be just saved as an optimized file and was under 15kb.
 

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How did my edges get so blurry?

there's obviously something i'm doing wrong.
 

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p78
How did my edges get so blurry?

there's obviously something i'm doing wrong.
There is a setting in Inkscape you could try playing with. The lower this value the more nodes your scan will have.
pref.png

However if the original picture you are scanning is not very high resolution it might not get much better. If you put up the original picture you have I can try and get a good copy of it.
 
Hi all,

I'm not sure if it is the good thread to it...

I notice since 1 week, an issue during sticker upload. In fact, when I upload a sticker, the sticker looks fine (I have the sticker and his picture added just under).
But, when I start the game, and looking my new stickers...

47021397674_5e4e30c36f_b.jpg

32867179527_00b97fa991_b.jpg


So, I tried to upload some recent uploaded sticker, to compare... same problems
I ever uploaded more than 2000 stickers throught my different accounts, it is the first time I meet an issue.

I always use Inkscape and Chrome.

edit: it's ok now, problem was Chrome.
 
Last edited:
Hi all,

I'm not sure if it is the good thread to it...

I notice since 1 week, an issue during sticker upload. In fact, when I upload a sticker, the sticker looks fine (I have the sticker and his picture added just under).
But, when I start the game, and looking my new stickers...

47021397674_5e4e30c36f_b.jpg

32867179527_00b97fa991_b.jpg


So, I tried to upload some recent uploaded sticker, to compare... same problems
I ever uploaded more than 2000 stickers throught my different accounts, it is the first time I meet an issue.

I always use Inkscape and Chrome.
Never had that myself. If you upload a zip of one not working I can test it on my account. Should eliminate a file problem, which it would be either an account or server issue. I also use Inkscape but with Firefox.
 
Hi all,

I'm not sure if it is the good thread to it...

I notice since 1 week, an issue during sticker upload. In fact, when I upload a sticker, the sticker looks fine (I have the sticker and his picture added just under).
But, when I start the game, and looking my new stickers...

47021397674_5e4e30c36f_b.jpg

32867179527_00b97fa991_b.jpg


So, I tried to upload some recent uploaded sticker, to compare... same problems
I ever uploaded more than 2000 stickers throught my different accounts, it is the first time I meet an issue.

I always use Inkscape and Chrome.
What happens when you try to apply one of these « unknown » stickers to a car? Is there an error or does the decal work?
 
What happens when you try to apply one of these « unknown » stickers to a car? Is there an error or does the decal work?

I tried, nothing happens.

Never had that myself. If you upload a zip of one not working I can test it on my account. Should eliminate a file problem, which it would be either an account or server issue. I also use Inkscape but with Firefox.

I will try Firefox, will see...

edit: it's ok now, problem was Chrome. Thanks guys :cheers:
 
Last edited:
Hand tracing will get the best results . However here is A quick tutorial on a color scan in Inkscape.

1 Find a high quality image to scan with sharp edges.

2 Use these settings trying for lowest # of scans but see all color zones in preview picture.
View attachment 819438
3 ungroup the result and drag the paths apart. Like this.
View attachment 819428
4 Need to study paths to work out what is duplicated and what needs color changing for final decal.
In this case - The holes in the grey need to be white.
- The holes in the black need to be gold and does not need the text knights.
5 Select the grey path and use [path] [break apart] All the resulting paths except the big outline can be made white and recombined.
View attachment 819429
6 The black path can be broken apart. I changed the new outer path to red and pushed it to the bottom to make the next step simpler.
View attachment 819430
7 Delete the paths for the letters in knights. Recombine the remaining black paths and change them to gold. you can now delete the original gold path in 2nd picture. Change the red back to black.
View attachment 819431
8 Reposition and re layer the paths white to the top, then gold then black with grey at the bottom.
View attachment 819436
9 Delete the original Image. Select all paths and resize page to selection. then save.

10 use SVGOMG to reduce file size.

In this case a low precision of one was used in SVGOMG to get the file under 15kb.
By deleting the grey path and giving the black path a thin white stroke I could use precision 2 in svgomg.

Final results in the zip.

Edit: Did a hand trace for comparison (knights3.zip) and used a very close font for the word "knights". This method could be just saved as an optimized file and was under 15kb.

Thanks for the instructions! I knew I was doing something wrong!
 
So, I'm now playing with SVG animation, not for GTS obvs, but it seems like it might be useful.

I did however try uploading a rotating logo to GTS... and it works in the uploader! It even rotates after uploading in the list of my decals.. :lol: Obviously doesn't work in game, but it amused me anyway.
 
Perhaps someone could help me please with the stroke/fill aspect of this logo? The gradient only covers the fill part with the stroke unaffected. I've been trying with Inkscape for some time to get the desired effect with no success.
 

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Perhaps someone could help me please with the stroke/fill aspect of this logo? The gradient only covers the fill part with the stroke unaffected. I've been trying with Inkscape for some time to get the desired effect with no success.
I take it you found the correct font. Once I have converted text to path I ungroup then combine all letters to make a single path for the text.
Looking at the way it is structured - The black has black stroke and fill. (fine but combine the black letters into 1 path)
- The gold has gold stroke and fill. (will discuss that below)
- The orange has a colored stroke but is 0.0 width

Two choices give the orange width in the stroke. Like this. (black hidden for clarity)
stroke.png

This however diverges from the actual edges of the colors.
Refer to pic below.
The other way is to combine all the gold letters to a single path. 2 (I hid the black and dark orange)
Have no fill Color for the gold, Just the stroke. 3
Convert the stroke to path.4
Break the path apart.5 (There is a lot of paths the same color so it looks solid)
Recombine the outer parts of letters with the holes inside the D,U,S,H and E
Combine the inner parts and recolor.6
Move these to the top. The orange in 6 needs to go on top of 1.
Add one gradient per color ,as they should be one path.
stroke+split.png

This method got closer to the original but I noticed the gold and orange stroke in the original was not uniform thickness.
So I redid it with 4 paths and no stroke.
 

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I can't imagine using a tablet with vector software, not precise enough for me. I just use my MacBook's trackpad.

I think I paid £25 for the desktop version about 2 years ago, it might have come down since then, not looked. But you're right, compared to £20 per month for Illustrator it's a no brainer!

Hi again! Just thought I'd mention another app I've found that converts bitmap to SVG and does it really well.... it's called TracedLines and is on the Mac App store. It's $9.99 and worth every cent.... https://itunes.apple.com/us/app/tracedlines/id1421960922?mt=12

BTW, I have no connection whatsoever with the developer, just posting as some of you may find it handy! Very customisable and I have managed to turn a few SVGs that were well over 15k into useable content.
 
Hi, may I ask for some help - you guys know what you're talking about! Have used Picta Graphic successfully to create gradients. I just bought Affinity Designer too but the simple gradient fills just won't appear on the PS4 - just black boxes (but look fine when uploading). As some of you speak SVG Code.... could you see what the differences are here:

First one, Picta Graphic simple gradient, works fine:

<?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">
<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0" y="0" width="595.276" height="419.528" viewBox="0, 0, 595.276, 419.528">
<defs>
<linearGradient id="Gradient_1" gradientUnits="userSpaceOnUse" x1="126.5" y1="195.25" x2="483" y2="195.25">
<stop offset="0" stop-color="#8EFDFF"/>
<stop offset="1" stop-color="#012BAA"/>
</linearGradient>
</defs>
<g id="Layer_1">
<path d="M126.5,41.5 L483,41.5 L483,349 L126.5,349 L126.5,41.5 z" fill="url(#Gradient_1)"/>
</g>
</svg>

Second one, Affinity Designer simple gradient - doesn't work:

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg width="100%" height="100%" viewBox="0 0 1325 1325" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:2;">
<g transform="matrix(1,0,0,1,-391.309,-498.568)">
<rect x="391.309" y="498.568" width="1324.48" height="1324.48" style="fill:url(#_Linear1);"/>
</g>
<defs>
<linearGradient id="_Linear1" x1="0" y1="0" x2="1" y2="0" gradientUnits="userSpaceOnUse" gradientTransform="matrix(1324.48,0,0,1324.48,391.309,1160.81)"><stop offset="0" style="stop-color:rgb(0,255,248);stop-opacity:1"/><stop offset="1" style="stop-color:rgb(233,15,15);stop-opacity:1"/></linearGradient>
</defs>
</svg>

Designer has loads of options for exporting and I may have missed something obvious - I'd love to get it working and any advice appreciated!
 
Hi, may I ask for some help - you guys know what you're talking about! Have used Picta Graphic successfully to create gradients. I just bought Affinity Designer too but the simple gradient fills just won't appear on the PS4 - just black boxes (but look fine when uploading). As some of you speak SVG Code.... could you see what the differences are here:

First one, Picta Graphic simple gradient, works fine:

<?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">
<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0" y="0" width="595.276" height="419.528" viewBox="0, 0, 595.276, 419.528">
<defs>
<linearGradient id="Gradient_1" gradientUnits="userSpaceOnUse" x1="126.5" y1="195.25" x2="483" y2="195.25">
<stop offset="0" stop-color="#8EFDFF"/>
<stop offset="1" stop-color="#012BAA"/>
</linearGradient>
</defs>
<g id="Layer_1">
<path d="M126.5,41.5 L483,41.5 L483,349 L126.5,349 L126.5,41.5 z" fill="url(#Gradient_1)"/>
</g>
</svg>

Second one, Affinity Designer simple gradient - doesn't work:

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg width="100%" height="100%" viewBox="0 0 1325 1325" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:2;">
<g transform="matrix(1,0,0,1,-391.309,-498.568)">
<rect x="391.309" y="498.568" width="1324.48" height="1324.48" style="fill:url(#_Linear1);"/>
</g>
<defs>
<linearGradient id="_Linear1" x1="0" y1="0" x2="1" y2="0" gradientUnits="userSpaceOnUse" gradientTransform="matrix(1324.48,0,0,1324.48,391.309,1160.81)"><stop offset="0" style="stop-color:rgb(0,255,248);stop-opacity:1"/><stop offset="1" style="stop-color:rgb(233,15,15);stop-opacity:1"/></linearGradient>
</defs>
</svg>

Designer has loads of options for exporting and I may have missed something obvious - I'd love to get it working and any advice appreciated!

Wish I could help but all I see is jibberish. :dunce::dunce::dunce:
 
Hi, may I ask for some help - you guys know what you're talking about! Have used Picta Graphic successfully to create gradients. I just bought Affinity Designer too but the simple gradient fills just won't appear on the PS4 - just black boxes (but look fine when uploading). As some of you speak SVG Code.... could you see what the differences are here:

First one, Picta Graphic simple gradient, works fine:

<?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">
<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0" y="0" width="595.276" height="419.528" viewBox="0, 0, 595.276, 419.528">
<defs>
<linearGradient id="Gradient_1" gradientUnits="userSpaceOnUse" x1="126.5" y1="195.25" x2="483" y2="195.25">
<stop offset="0" stop-color="#8EFDFF"/>
<stop offset="1" stop-color="#012BAA"/>
</linearGradient>
</defs>
<g id="Layer_1">
<path d="M126.5,41.5 L483,41.5 L483,349 L126.5,349 L126.5,41.5 z" fill="url(#Gradient_1)"/>
</g>
</svg>

Second one, Affinity Designer simple gradient - doesn't work:

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg width="100%" height="100%" viewBox="0 0 1325 1325" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:2;">
<g transform="matrix(1,0,0,1,-391.309,-498.568)">
<rect x="391.309" y="498.568" width="1324.48" height="1324.48" style="fill:url(#_Linear1);"/>
</g>
<defs>
<linearGradient id="_Linear1" x1="0" y1="0" x2="1" y2="0" gradientUnits="userSpaceOnUse" gradientTransform="matrix(1324.48,0,0,1324.48,391.309,1160.81)"><stop offset="0" style="stop-color:rgb(0,255,248);stop-opacity:1"/><stop offset="1" style="stop-color:rgb(233,15,15);stop-opacity:1"/></linearGradient>
</defs>
</svg>

Designer has loads of options for exporting and I may have missed something obvious - I'd love to get it working and any advice appreciated!
Hi, well there are a couple of reason for the first one not to work prolerly in game, see Ive fought this battle too, you are not alone! First of all keep in mind, gt sport converts svg files into .png therefor the coordinate system you are using in the first svg cant be processed by the game, it needs pixels to define the png size. Second, for some reason it really struggles with gradients on paths, a better way to use gradients in game is to put them on a rect. At the and of the svg. And this brings us to the second one, svg as well as all html or css codes are processed from left to right up to down line by line. You give your object a fill with the gradient, but only after you define it. As far as platform concerns you filled your object with nothing, always define first then use! Also viewbox, only works if you put the whole thing at the end on a rect, in GT sport at least, plus unfortunatelly you can forget things such as clipping masks, masks in general, any effects like blur and so, wont work in game, and use rgb(a,b,c) instead of the #form at least in GT sport to avoid color glitches! If you want to do a gradient with opacity thats more of a qzestion of luck really, game prefers opacity for the object rather then the gradient, but even if you try gradient, try using rgba instead of stop opacity...well hope this helps
 
Hi, well there are a couple of reason for the first one not to work prolerly in game, see Ive fought this battle too, you are not alone! First of all keep in mind, gt sport converts svg files into .png therefor the coordinate system you are using in the first svg cant be processed by the game, it needs pixels to define the png size. Second, for some reason it really struggles with gradients on paths, a better way to use gradients in game is to put them on a rect. At the and of the svg. And this brings us to the second one, svg as well as all html or css codes are processed from left to right up to down line by line. You give your object a fill with the gradient, but only after you define it. As far as platform concerns you filled your object with nothing, always define first then use! Also viewbox, only works if you put the whole thing at the end on a rect, in GT sport at least, plus unfortunatelly you can forget things such as clipping masks, masks in general, any effects like blur and so, wont work in game, and use rgb(a,b,c) instead of the #form at least in GT sport to avoid color glitches! If you want to do a gradient with opacity thats more of a qzestion of luck really, game prefers opacity for the object rather then the gradient, but even if you try gradient, try using rgba instead of stop opacity...well hope this helps

Thank you very much for the reply..... so there's not much I can do about it really!!
The first one (top, Picta Graphic) works fine..... I've used the decal in liveries and covered whole cars, and it looks great!

The second one (bottom) just comes up as a black box on the PS4.

I don't try anything fancy - just linear gradient in a square (with no stroke).

Pity, I like Affinity Designer very much.... just a shame I can't use it on GTS (am not clever enough to manually adjust the code!)

Thanks again for helping.
 
Thank you very much for the reply..... so there's not much I can do about it really!!
The first one (top, Picta Graphic) works fine..... I've used the decal in liveries and covered whole cars, and it looks great!

The second one (bottom) just comes up as a black box on the PS4.

I don't try anything fancy - just linear gradient in a square (with no stroke).

Pity, I like Affinity Designer very much.... just a shame I can't use it on GTS (am not clever enough to manually adjust the code!)

Thanks again for helping.
If by any chance you have access to adobe products, Illustrator is the best to use for decals, I use it too, check out my ig @gtscdecals and you will see how to work with them decals! Also Adobe Dreamweaver is a very userfriendly code editor, with instant preview, or if not that, register to CodePen and youll have a free to use online code editor UI works perfectly! There you can change the base code any way you want, pritty easy actually just sounds scary
 
Thanks again Takkadam05 - very helpful of you! :cheers:

I looked at Adobe but decided I really don't like their rental model..... far too expensive for a casual user like me. I will stick with Picta Graphic for decals, it seems to work well. Pity about Designer not working - it's a great vector / bitmap design app.
 
Thanks again Takkadam05 - very helpful of you! :cheers:

I looked at Adobe but decided I really don't like their rental model..... far too expensive for a casual user like me. I will stick with Picta Graphic for decals, it seems to work well. Pity about Designer not working - it's a great vector / bitmap design app.

Once again I really do not know what you are saying but just same it looks good to me. I gave it a like. :cheers::lol::lol::lol:
 
Thanks again Takkadam05 - very helpful of you! :cheers:

I looked at Adobe but decided I really don't like their rental model..... far too expensive for a casual user like me. I will stick with Picta Graphic for decals, it seems to work well. Pity about Designer not working - it's a great vector / bitmap design app.
Have you tried Inkscape for Mac OS . It's free and the linear gradients work in Gtsport (at least with the pc version they do when saved as optimized). Not a great GUI but maybe an option.
 
Have you tried Inkscape for Mac OS . It's free and the linear gradients work in Gtsport (at least with the pc version they do when saved as optimized). Not a great GUI but maybe an option.
Thanks, I'll look into that. Graphic is doing fine and I will probably stick with that..... feel I sort of wasted money on Affinity Designer ( a great app though that I'm sure I'll have other uses for!!)

EDIT - just tried exporting a gradient from Designer as SVG, opened in Graphic (as an iDraw file), re-exported as an SVG, uploaded both to the GTS site and.....

It didn't work! One black square (Designer), one yellow square (Graphic).

Oh well......
 
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Thanks, I'll look into that. Graphic is doing fine and I will probably stick with that..... feel I sort of wasted money on Affinity Designer ( a great app though that I'm sure I'll have other uses for!!)

EDIT - just tried exporting a gradient from Designer as SVG, opened in Graphic (as an iDraw file), re-exported as an SVG, uploaded both to the GTS site and.....

It didn't work! One black square (Designer), one yellow square (Graphic).

Oh well......
Things I tried and did not work with Inkscape. First I saved your above affinity designer text from above as svg. Looked O.K in Inkscape.
-Re saved as optimized.
-Removed gradient then reapplied
-Cut then past into new file re apply gradient. This had half yellow half black square.

Have you tried the other way? . Make it in affinity. Use Picta to add gradient. Or post a plain svg from Affinity here and I'll see if I can apply gradient with Inkscape. The Code literate members here may know how to rewrite it but a code free workaround maybe possible (or not). With several searches I have been unable to find anyone getting a working gradient in Gtsport with Affinity.
 
So i've learned loads already, (thanks to @Maninashed), but you can always learn new stuff.

Q: i pasted a bunch of letters together in inkscape. and now i need to group them together so i can edit it as a whole, is this possible?
i've seen there is a group together, but as of right now i am clueless :)
 

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