Please tell me someone out there knows a trick to help with the texture glitch commonly referred to as z-fighting where to surfaces occupy the same space and the gpu fights over which texture to display. I go back into forge and slightly adjust the block and it looks great only until I start up a custom game. Its like the engine rounds the coordinates and its always inconsistent with what it looks like when you're forging. Any tricks?
Hold or press precision edit then quickly press one of the buttons and (A) to nudge the piece up or down very slightly
There aren't really any tricks. There's no way to predict how the pieces will shift when saved. Don't pay attention to it until you're doing your final polishing of the map. When I get to that stage I just 'Save As', load up the newly saved version, adjust z-fighting pieces, then 'Save As' again. Rinse and repeat. In H2A it's usually only required me to adjust pieces 2 or 3 times, which isn't bad compared to previous games.
Hey there. GiventoFly is a pretty knowledgeable forger and he actually helped me out with getting rid of z clipping. I like to use teleporter frames...a lot. As floors, walls, wherever. But because of the nature of the item when it tilts, even a very small amount, it's very easy to see the raised lip of the frame. It seems like the engine likes to rotate items that are placed on it's rotational axis in some form or another. So whatever item youre trying to mess with to avoid tilting ( and in turn unintentional z clipping) once it's rotated and placed in its correct position, enter precision editing mode, and tilt the object ever so slightly in any direction, so it's not perfectly locked on a rotational access. It can be an extremely marginal adjustment. But from what I've noticed, is that the game doesn't seem to mess with objects that are freely rotated outside of its rotational snap grid like positions. Do this with any set of items you're having trouble with. Hope it helps Also, don't use coordinate editing. Or magnets. Like, ever.
I find myself repeatedly going back into forge, making a minor adjustments using that trick and starting up a custom to still see inconsistencies between what I just forged and how the engine recompiled the location of the objects. I have the sense that in previous titles it was a lot more consistent and easier to sense how to iron out these little buggers.
Well... not really. In older Halo games the tilting just seemed like it was exclusive to very particular pieces. Double boxes on Foundry, Double Walls on Sandbox. As far as I've noticed at least. It seems to be the same way in H2A but with a wider variety of items. Still, things like Walkway covers and blocks all seem to sit nicely without wiggling around. I take it my trick didn't work?
My trick is working decently for me. Say you have two pieces interlocking and their height coordinates are 2.0. Using the "edit coordinates" or whatever its called, move one object down to 1.9 then back up to 2.0, then move the other object up to 2.1 and then back down to 2.0. This makes the texture from the second object overlap the first but there's no bump when walking across the objects. It works best when you only have 2 objects & it gets tricky when you add more objects. You can mess around with it but you have to get creative when trying to get odd shapes of geometry. I have used this method mixed with using precision editing and moving the object down and releasing it real quick like A Haunted Army stated above.