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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Zdann 5 21 Sep, 2016 @ 1:22pm
Improving the Workshop Editor
I was inspired to write this after seeing yet another post claiming my skin was made in 5 minutes.
Maybe it could've been if the editor was more intuitive, but as it stands right now it can be fairly frustrating to use. I'll list off some points in no particular order:

Aligning Stickers is painful
The slider for positioning stickers seems to go in tiny increments, which is an absolute pain when your sticker needs to be aligned perfectly to match a part of the gun. I shouldn't have to go back and tweak the sticker positioning in an image editor to do this.

Instead, the slider should be updated to not go in increments while also allowing users to manually type in a value.

Can't easily see what material each part of the gun is
Each weapon part in the game has predefined materials, such as wood or metal, but you can't actually check this in the editor without exporting a texture and using it as a base gradient.

A simple toggle for this would save alot of time, especially if you're working with multiple base gradients and weapon mods.

Mirroring stickers isn't easy
As it is right now, if you want to mirror a sticker on another side of the gun, you have to make a copy of it in the same texture and flip it. This can also come at the cost of sticker quality because you need more room to do this, and with some weapons you can't mirror them at all due to the UV layout (I'm looking at you, Typewriter drum mag).

Though I'm not sure how feasable this would be, allowing multiple stickers on one part of a gun would allow this to be much easier. It'd also open up more skin ideas.

Adding support for weapon mods is unintuitive
In order to edit part of the skin for a particular weapon mod, you have to exit the editing screen, apply the necessary modifications, then go back into the editor. This wastes a decent amount of time and a bit of your spending cash. The worst part of this however is that you simply cannot edit the skin for weapon mods you don't own. Perhaps you want to put a sticker on the exclusive Loot Bag sight. If you don't own it, you can't do it. Given that Overkill is more likely to add skins in that support weapon mods, this needs to be rectified.

The editor UI should allow you to swap freely between weapon mods, regardless of whether you own them or not. Obviously, it wouldn't allow you to keep them, it'd be for the sake of adding skin support for them.

Can't preview your skins ingame
This is a pretty big one. The blue lighting when taking a screenshot isn't ideal, and sometimes you'd rather get some ingame shots of your skin with more natural lighting.
Except you can't without using a mod.

Simply put, there should be an option to test out your skin ingame, perhaps in the Safehouse. It'd allow for you to see how well the skin looks when you're actually using it.

You can't edit the texture directly
Again, I'm not sure how feasable this is in Diesel, but it definitely sucks not being able to do it. CS:GO allows you to do this, and there are some fairly nice looking skins that take advantage of it. In Payday 2, you have to rely on stickers and patterns to add some detail to your skin, which certainly isn't ideal. This is mainly the reason why you don't see amazing skins often.

Adding this in would improve the quality of skins immensely, if it's even possible that is.


There are probably some other things about the editor that could use improving, but those are some of the main issues.
Last edited by Zdann; 21 Sep, 2016 @ 7:33pm
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Red 1 21 Sep, 2016 @ 2:03pm 
* We actually were able to edit slider values in the first versions of the editor by highlighting a particular slider and right clicking *outside* of that slider (Like clicking on an empty space for example). It was a pretty annoying way to implement it though and the values you could edit were something formatted like 0.XXXXXXXXXXX, good luck remembering all those digits when they didn't even allow you to copy-paste them should you want to put something on the same spot on different mods/weapons.

The sliders also often cover whatever number is on them when you use them. The numbers are BRIGHT blue just like the slider itself. Who thought this was a good idea?


* The incremental value for the sliders is annoying as hell, especially when you want to for example make a pattern bigger. You only have like 1 cm of space between the default value and the max size, yet the right side has a broad space for you to decide how small something should be. Why isn't the default the middle point?


* We can't disable post processing FX and other stuff, which along with the inability to see our weapon in first person view means we're never fully aware of HOW the weapon truly will look like until we use a mod for it. I found it the hard way when I made my first 3 platinum weapons and around a month later gave that mod a try. They looked BLACK from my POV due to how the gradients were made like. I ended up fixing all those gradients but the weapon ended up looking worse in the workshop screenshots in the process. This is unavoidable in certain type of gradients like chrome and gold.


* With that said, I found Meltdown to be the most neutral place to take screenshots of the weapon skins in-game. The spawn point has a very good lighting source and doesn't paint you in any weird color (Like the blue lighting in the screenshots section does).


* Talking about the screenshot section. The weapon bobbing is ♥♥♥♥♥♥♥ annoying for when you want to take comparison pictures of the weapon quality. You also don't have full freedom of movement, you're limited to rotation and zooming.


* Zooming and quality sliders need to be tweaked in general. I want to be able to zoom in more in order to align stuff and the sliders should have a preset option so I can instantly move the values to its 5 different skin qualities. Not everyone knows the actual values.


* If allowing us to edit textures in-game in real time is impossible then allow us to at least extract the textures of a weapon or a part. It's no secret that the people who extract them have a HUGE edge when it comes to editing. I simply cannot be bothered to do so (Or if I do, then I'll need to know which texture is for what and I'll give up eventually anyway) and I don't want to bloat my HDD even more by having to extract all the game textures just to have them at hand.

Many parts have different texture sizes than the default 1024x1024 we use if we follow the workshop guide and using the wrong size often results in parts of a pattern showing in spots where it shouldn't.


* About mirroring. Letting us use more than one sticker on the same part is cool but they don't replace patterns. We need to be able to have more than one pattern on the same part too.
Rex 3 21 Sep, 2016 @ 5:03pm 
Originally posted by Zdann:
Aligning Stickers is painful
The slider for positioning stickers seems to go in tiny increments, which is an absolute pain when your sticker needs to be aligned perfectly to match a part of the gun. I shouldn't have to go back and tweak the sticker positioning in an image editor to do this.
I use a trick (that currently only works on 1024x1024 px textures for some reason) where you can grab a texture from the weapon part itself and just draw on it directly, removing the need to use the sliders and keeping things at a level of detail the game is based around (but doesnt stop you if you want to work on a 2048x2048 or higher sticker* (needs testing, but should work))
For example an AMCAR skin I was testing on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=764002617
*Note the lower body wasnt 1024x1024 so I had to edit it by hand (still looks ok)

Oh, Rednav already talked a bit about it xD

EDIT:
Originally posted by Rednavi:
* About mirroring. Letting us use more than one sticker on the same part is cool but they don't replace patterns. We need to be able to have more than one pattern on the same part too.
Ah, now thing is... like the 1024x1024 thing I talked about stickers/patterns are pretty much layered onto the texture itself so if you wanted a mirror option you would most likely mirror onto parts that you didnt want to draw on and have a sketchy skin
Last edited by Rex; 21 Sep, 2016 @ 5:06pm
Originally posted by Zdann:
You can't edit the texture directly
Again, I'm not sure how feasable this is in Diesel, but it definitely sucks not being able to do it. CS:GO allows you to do this, and there are some fairly nice looking skins that take advantage of it. In Payday 2, you have to rely on stickers and patterns to add some detail to your skin, which certainly isn't ideal. This is mainly the reason why you don't see amazing skins often.

Adding this in would improve the quality of skins immensely, if it's even possible that is.

As much as i want that, i am pretty sure that it's not possible because of the weapons mods. You can add so much ♥♥♥♥ on your gun, you would have to edit EACH of the texturefiles. We would never see a Car-4 skin again...
CS:GO or Killing Floor 2 supporting that, because you can't customize the guns.
I can udnerstand why OVKL choosed this method and i am totally fine with it.
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