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

  • Thread starter Thread starter daan
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So I want to make a decal. Simple logo, a stylized helmet and some text, just one color. My source is a PNG with transparent background, good quality, 2118*2118 pixels.

I use Inkscape. I open the PNG. I do the automatic path tracing with default settings except scans set to 2 because there's just 1 color.

I ungroup multiple times and then do object to path.

I save as optimized SVG with all the options for a small filesize....
....and I still end up with a 2.8MB(!) SVG.

What am I doing wrong?


-edit- Nvm, figured it out. You have to delete several backgrounds before saving. Down to 19kb now, what a difference😄
 
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in need of some help about the mysterious ways of gradients. I have this old svg from GTS days, which is useful for helmet tops. I want to change the color gradient, say from this blue-white to a deep green-to-white linear. I did ungroup all paths and change the colors manually in each "square" using Inkscape.

it uploads and displays correctly in the browser, but in the game all gradients are like fused together, like so:
WhatsApp Image 2026-01-12 at 17.17.17.webp


with Illustrator, achieve basically the same results (with a much smaller file size for some reason) using the "recolor artwork" feature

this is what it should look like:
1768249195883.webp

how do I avoid this?
 

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Last edited:
in need of some help about the mysterious ways of gradients. I have this old svg from GTS days, which is useful for helmet tops. I want to change the color gradient, say from this blue-white to a deep green-to-white linear. I did ungroup all paths and change the colors manually in each "square" using Inkscape.

it uploads and displays correctly in the browser, but in the game all gradients are like fused together, like so:View attachment 1505598

with Illustrator, achieve basically the same results (with a much smaller file size for some reason) using the "recolor artwork" feature

this is what it should look like:
View attachment 1505601
how do I avoid this?
Gradients are a tricky thing in GT7 because GT7 ignores the transformation for the gradient fill in the svg file.

Both of your svg files do not work for me btw. The text encoding seems to be wrong as I see that English is not your first language.

I'm only familiar with Inkscape.

You probably know already that setting the gradient(s) should be the absolute last step in creating the graphic. After that, DO NOT move any object or reorganize the layers.

When setting the gradient fill, do it for each object separately. Then save the graphic as "optimized SVG" in the "save as" menu.
 
in need of some help about the mysterious ways of gradients. I have this old svg from GTS days, which is useful for helmet tops. I want to change the color gradient, say from this blue-white to a deep green-to-white linear. I did ungroup all paths and change the colors manually in each "square" using Inkscape.

it uploads and displays correctly in the browser, but in the game all gradients are like fused together, like so:

with Illustrator, achieve basically the same results (with a much smaller file size for some reason) using the "recolor artwork" feature

this is what it should look like:

how do I avoid this?
Its probably been said before, But can someone offer guidance
Why does this happen when converting to SVG
1200×329
52,5 kB
Gentlemen, check out the first post in this thread. It links to several tutorials how to convert pixel images to SVGs and also on how you can get gradients to work in GT7.

@Daz2708: You should use a higher quality source image. This one for example, which I found through a google image search for "hotel de la source spa francorchamps", is a much better base for an SVG conversion.
 
If you have a minute, i have a quick question.
I am struggling to get black to appear fully black after i uploaded the decal in the livery editor in GT7.
Somehow my black isn't black but more of a drak gray. Is anyone else experiencing this or just me?

I can't seem to get around it.
Thank you for your help and time, much appreciated!

Greetz
PsychoSpike
 
If you have a minute, i have a quick question.
I am struggling to get black to appear fully black after i uploaded the decal in the livery editor in GT7.
Somehow my black isn't black but more of a drak gray. Is anyone else experiencing this or just me?

I can't seem to get around it.
Thank you for your help and time, much appreciated!

Greetz
PsychoSpike
Sometimes colors in the game can look a little off (but still be correct), depending on lighting. There are ways to check if your decal has true black or not:
  • In the game, you can put the decal on a car, then add a standard shape decal (e.g., a circle or a square) and select the regular black color for the latter. Move the decals so the color regions you want to compare overlap. This way you can quickly see if the shades of gray are off in your decal.
  • On your computer you can open the SVG in a text editor of your choice. You then see the code that makes the decal vector drawing. The code contains color information for each shape, usually written in syntax like this: fill="#e9022d". The six characters behind the "#" designate the shade of color. For pure black, the code should be #000000. If you cannot find this code in your SVG file, you have no true black shapes in there.
You can also attach the SVG here and someone can check it. Just make sure you ZIP the file before upload, otherwise a bug in the forum software will make your SVG unusable.
 
Sometimes colors in the game can look a little off (but still be correct), depending on lighting. There are ways to check if your decal has true black or not:
  • In the game, you can put the decal on a car, then add a standard shape decal (e.g., a circle or a square) and select the regular black color for the latter. Move the decals so the color regions you want to compare overlap. This way you can quickly see if the shades of gray are off in your decal.
  • On your computer you can open the SVG in a text editor of your choice. You then see the code that makes the decal vector drawing. The code contains color information for each shape, usually written in syntax like this: fill="#e9022d". The six characters behind the "#" designate the shade of color. For pure black, the code should be #000000. If you cannot find this code in your SVG file, you have no true black shapes in there.
You can also attach the SVG here and someone can check it. Just make sure you ZIP the file before upload, otherwise a bug in the forum software will make your SVG unusable.
Hi, thank you for your reply.

Unfortunately neither a whole lot of checking and even changing of the hex code for the color, playing with different svg exporting options in illustrator does not do the trick for me. It's driving me nuts and i think this is how it is. Can you check if this is the same for you please? I think it's a thing with the rendering engine after upload.

I have tried decals from other creators, of which i have provided a screenshot of. In this picture there is only one black square, colored with the livery editor, the rest are decals, which are intended to have black.

The only logical step for me is to separate every black in colored decals. I'd rather not have to do that :) this makes other issues with distortion.

Anyway, have a great rest of your day. Thank you for your time!
Greetz
Spike
 

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