PAYDAY 2

PAYDAY 2

PAYDAY 2: Workshop
Skins are something that adds that little extra something to PAYDAY 2. And we love seeing you making them! now the community can partake in the development of PAYDAY 2. Create, Submit, Vote, Comment
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Rex 3 19 Nov, 2016 @ 10:13am
How to keep skins from being compressed!
Keep it simple, keep it clean. (or Keep it simple stupid if you prefer)
A good example of a simple but well done skin (yes tooting my own horn but this item was made as an example item) is the "Cloaker Gold | Raven Shotgun"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=802519831&tscn=1479577039
Personally updated the skin to a higher quality that supports downscaling with minimal understanding being lost, but image linked below still applies.

Specifically using smaller than 1024x1024 pixel stickers/patterns (one even down to 64x64 pixels)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=802572503
so when I made this skin I imagined I had a 1024x1024 total pixel count for my patterns and stickers and by keeping things clean and simple I managed to end up using less than 1024x1024 pixels

Each square is 64x64 pixels
and the grey area is what's left of my 1024x1024 space I decided to use
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=802581166
EDIT: recently I was told keeping memory usage low is a better way than making very small quality stickers. (Making small stickers still ends up with the same effect)
You can use a 1024x1024 sticker if its necessary and pretty much alone. An example with the Wick safe the Rattlesnakes main body sticker is 2048x1024px and its mostly alone so it didnt have to be compressed so bad.
Another example is the El Toro legendary, you dont have to worry about over doing it because you made a sticker for every barrel mod because you will only have a 1 barrel mod active at a time.

Remember you are not entirely bound to 1024x1024 total space but it is recommended you stay as small as you can.

In addition keeping a single pattern gradient for multiple patterns (by sharing them into halves, thirds, quarters, ect) will also save you space to avoid having skins compressed.

Need to know more feel free to reply, that's why the reply bar is there!
Last edited by Rex; 30 Jun, 2018 @ 12:29am
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Showing 1-11 of 11 comments
Red 1 19 Nov, 2016 @ 10:51am 
The red channel defines the opacity of a texture. One could in theory have the same single texture (Pattern) be used for a lot of parts and simply change the red channel so only the desired part of the texture is visible in each part of the weapon.

My issue though is that in order to do that one ends up with duplicates of exactly the same asset just with a different red channel, because we don't have a way to just change the red channel without recreating the entire asset. So, does OVERKILL keep this in mind while deciding how much to compress a skin? They never explained how the compiling works like so I don't know if they have the ability to change the red channel of one single texture across the different weapon parts or not.


Another thing that bothers me is that this basically cuts off a lot of styles and techniques. We were already limited as it is due to how the skin editing works like, now we have to put even more restrictions on ourselves because we didn't know how limited things were like until now (We don't have a max size threshold for example).

That combined with the lack of access to the weapon texture files so we can actually tell how big the canvas for a certain part is by default is super annoying. I sent Joakim a message via Steam chat to see if we can get all the textures officially uploaded somewhere for easy access because extracting stuff is annoying, sluggish and unclean.
Hapty 4 19 Nov, 2016 @ 4:03pm 
I dont see how weird self imposed limitations will make overkill not to downsize and compress your skin when porting it to the game, you are assuming overkill looks at the file size while in the title you imply that this is a definitive solution.
Last edited by Hapty; 19 Nov, 2016 @ 4:08pm
Red 1 19 Nov, 2016 @ 4:10pm 
Another thing I find weird is that having a gun with a lot of gradients, patterns and stickers does increase the skin's overall size, but the game doesn't actually have to keep ALL of that in the memory at all times. The weapons don't use absolutely every single asset the skin has at any time, it only uses the assets for the chosen mods the weapon has equipped and pretty much any weapon that was accepted only uses a few patterns at a time with the rest being handled by gradients (And those are mere 256px files).

Considering how skins are made like, this shouldn't take an amount of important memory to the point of having to downgrade our skins no matter what. Anyone who would have problems running the game with those skins equipped is most likely already in a point where he's having issues with the game normally. That kind of user can always simply turn off HQ weapons anyway.
Rex 3 19 Nov, 2016 @ 5:47pm 
Hey, I'm awake again!

@RedNavi, its more to do with file size than memory, there was a bit of miscommunication (I mixed up memory and space) and told some of you guys its about memory, its not its file size

@HappyHead, and thats pretty much it (I hope, unless there was another miscommunication)
Red 1 19 Nov, 2016 @ 6:31pm 
Are all of your patterns individual files with their own sizes or are they all tucked into the same singular 1024px file?

I know the engine isn't the best but up to three 1024px textures in a gun (Most of which is not even visible) is not going to break the engine, especially when we're not even keeping parity with consoles (Which will never get these skins to begin with).

I also cannot understand what kind of downscalling the developers use exactly because there's NO way a mere shape that consists of three rectangles should bleed so much around the edges to the point of looking like it had blood splattered on it.
Last edited by Red; 19 Nov, 2016 @ 6:32pm
Rex 3 19 Nov, 2016 @ 6:42pm 
Originally posted by Rednavi:
Are all of your patterns individual files with their own sizes or are they all tucked into the same singular 1024px file?
They are all separate files otherwise they wouldn't tile correctly, the example I link was just to show what your files sizes should be like with the end product

Originally posted by Rednavi:
I know the engine isn't the best but up to three 1024px textures in a gun (Most of which is not even visible) is not going to break the engine, especially when we're not even keeping parity with consoles (Which will never get these skins to begin with).
Its not about the engine, its about file size itself, over time these skins will end up using far too much space if they are all 1024x1024

Originally posted by Rednavi:
I also cannot understand what kind of downscalling the developers use exactly because there's NO way a mere shape that consists of three rectangles should bleed so much around the edges to the point of looking like it had blood splattered on it.
Compressing skins causes a blurry edge effect in your image editing software too, go shrink something and youll see its gone a bit fuzzy round the edges, thats what's causing that blur effect on compresses stickers
Red 1 19 Nov, 2016 @ 6:45pm 
Have you seen what happened to the right side of the Deagle's grip? The Star of Life pattern? That's not mere downscaling, that's downright slaughtering.
Yamaha 17 19 Nov, 2016 @ 9:49pm 
Originally posted by Rex:
Compressing skins causes a blurry edge effect in your image editing software too, go shrink something and youll see its gone a bit fuzzy round the edges, thats what's causing that blur effect on compresses stickers
Aaaah, young grasshoppa, when one wants to shrink something, he holds down shift. You have much to learn (-_-)
now join me for some sake
Last edited by Yamaha; 19 Nov, 2016 @ 9:51pm
Rex 3 19 Nov, 2016 @ 9:56pm 
Originally posted by Yamaha:
Originally posted by Rex:
Compressing skins causes a blurry edge effect in your image editing software too, go shrink something and youll see its gone a bit fuzzy round the edges, thats what's causing that blur effect on compresses stickers
Aaaah, young grasshoppa, when one wants to shrink something, he holds down shift. You have much to learn (-_-)
now join me for some sake
if you do that you must be using a different type of interpolation (I hope thats what its called) than what I use
Yamaha 17 19 Nov, 2016 @ 9:58pm 
Originally posted by Rex:
Originally posted by Yamaha:
Aaaah, young grasshoppa, when one wants to shrink something, he holds down shift. You have much to learn (-_-)
now join me for some sake
if you do that you must be using a different type of interpolation (I hope thats what its called) than what I use
Well, photoshop? It's the go-to program for that stuff. It's literally one of the first things i learned when using it. Granted you still lose a bit of quality, but it's not nearly as bad.
Last edited by Yamaha; 19 Nov, 2016 @ 9:59pm
Bagas Fortnite 7 22 Nov, 2016 @ 4:46am 
Alright it's time to revamp all my skin i guess...
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