A simple question that perhaps does not have a simple answer: What is the best way to get rid of the flashing polygons when you must overlap pieces? So far, the only thing I've found that works is to offset one of them. While this does get rid of the issue, sometimes a very small offset in Forge turns into a much larger, visible offset when you load the map after save (saved maps don't have the same precision???). And if the issue is a perfectly vertical one - so that the offset must be applied vertically - the increments allowed in Forge make offsetting a very unpalatable option. If there already exists a post on this, I apologize and would be happy to go read that one if you could point me in the right direction.
what you are describing is called "Z-Fighting" to get rid of it, you must have one surface higher than the other before H4, you could do this with fine tuning, but now it is a bit more tricky try to flick your controller stick to offset the pieces as tightly as possible, and that should do it
What you're encountering is what many of us call z-fighting (pixels on the same level along the z or height axis is where it commonly occurs). Unfortunately there is no fix other than to simply not have them on the same level in the same place. This requires either use of pieces that fit better or to offset one of the two. It is possible to make it appear that there is no offset by grabbing onto one piece and when moving up/down quickly dropping it, though it's less effective than it was in Reach. Still, it's the best way I know of to solve this issue. If you end up with a slight bump one way to fix might be to use shallow ramps to make the connection more smoothly. This can be done in a way so that you hardly see the ramps, yet the walk is very smooth as if there was no offsetting. It is without a doubt an infuriating issue that new and old forgers alike have to deal with, but you'll learn to solve the issue if you must, even if it takes a few extra ramps or reworking a connection. Edit: damn you Silent.
All right. So I'm not crazy and missing something simple, then. That's the way I've handled it so far. Sometimes I have to save/reload to see if it's really gone, though. It will disappear in Forge, but then still be a problem when I load the saved map. Too bad that Forge doesn't have the ability to move in finer increments when editing coordinates. Thanks for the quick replies, too.
Sometimes there is more Z-fighting in Forge than in the actual map. I typically just try to get it all out in Forge, but I've seen other people's maps where it could potentially induce seisures in forge but appears crisp as could be in the game. Also, the object shifting does not happen if you save a new version of your map. "Save as" often and well.
Ooo . . . I did not know that. That is a very helpful tip. I've only used "save as" for complete redo's, not for the adjustments once the basic layout is complete.
I have about 30 versions of my current WIP now. Everything is as it should be, and I can always go back to an old version if my changes prove poor.
numbering system helps map 1, version a 1a, 1b, 3a, 4c things like that just make sure you change the title when you are done
I've found it easy to name them with beta version titles. ie: Xiphos (the origional), Xiphos 0.1, Xiphos 0.2, Xiphos 0.2.1, up to the latest Xiphos 0.9.6.1.
don't be too hard on yourself, everyones first maps are bad, it's just kinda a thing the trick is to pick yourself back up, and try again (i'd show you some of mine, but my HUB is dead, just search my name)
No worries. That was more sarcastic than anything. I'm actually kind of proud of the Core map I posted here (though someone recently informed me that the name was already taken, so I'll have to rename). I've been forging and reforging that damn thing since January . . . so at the very least, I am persistent.
A little tip that can help with this: since we lack precision movement now (damn you, 343!) it can be hard to make those micro-adjustments needed to fix z-fighting. But there's a workaround IF the objects are compatible - for example, say you have two 4x4 blocks set at the same height, but overlapping (which is causing your z-fighting). Grab one of them, turn on magnets, and let it attach to the side of the other so they're at the same height. Now bump it up or down a bit and notice that because magnets are still on, it quickly - but not THAT quickly - goes back to the same position. So what you can do is bump it up/down, then let go of it before it's completely settled; it will stop moving, at almost (but not exactly) the same height as the other piece. Turn magnets OFF now, grab it, and move it back to overlap with the other object.
What I always do when it comes to naming test versions of maps is simply add "β.x" to the title. (And replacing x with the numbers in sequence, obviously.) So for instance: Deadborough β.x Personally, I find that easier than your method, because even if it's e.g. the 21st version of the map, it would still be put in order without causing any confusion. (In this case it would be: Deadborough β.21) That way, you can avoid ending up with names like this. lol xD But hey, everyone has their preferences.
i always nudge the one pc down and let it go fast before it fully sets and then nudge the other pc up. that way there is enough that it should save fine. Another one that can sometimes work is if set the pc where you want it and then flip it 180 degrees with the control stick and not with coordinates.
Poke poke. Nudge nudge. And I thought you did a pretty good job with core to be honest. Granted I haven't played it yet, but duck seemed to think it was well made, and from what I saw, I agree. Anyway, OT: I find the best way to do get rid of that is with the coordinates system. Bump it down one notch (using the coordinate system) then bump it back up, and before it sets into place let go. That's how I've always gotten it to work.