Y’know how in Reach when you have things perfectly aligned and it does that weird thing (like it’s blinking or something)? Well, anyone know if it still does this or not in Halo 4? I hope it doesn’t do that.
There are many things in forge I would like.
But I am going to hope for the best and expect the worst
> Y’know how in Reach when you have things perfectly aligned and it does that weird thing (like it’s blinking or something)? Well, anyone know if it still does this or not in Halo 4? I hope it doesn’t do that.
Um… Most like it will, the problem is you got two objects/textures sharing the same space at the same time, and they’re trying to be visible to the player at the same time, thus the flashing, Reach isn’t the first game nor the last that’ll have this issue, and I don’t think Halo 4 will have this fixed.
Yeah, hopefully that won’t happen in Halo 4. Perhaps have the ability to set one object as a priority, so the texture will override the other?
> > Y’know how in Reach when you have things perfectly aligned and it does that weird thing (like it’s blinking or something)? Well, anyone know if it still does this or not in Halo 4? I hope it doesn’t do that.
>
> Um… Most like it will, the problem is you got two objects/textures sharing the same space at the same time, and they’re trying to be visible to the player at the same time, thus the flashing, Reach isn’t the first game nor the last that’ll have this issue, and I don’t think Halo 4 will have this fixed.
Ohhh…
> > > Y’know how in Reach when you have things perfectly aligned and it does that weird thing (like it’s blinking or something)? Well, anyone know if it still does this or not in Halo 4? I hope it doesn’t do that.
> >
> > Um… Most like it will, the problem is you got two objects/textures sharing the same space at the same time, and they’re trying to be visible to the player at the same time, thus the flashing, Reach isn’t the first game nor the last that’ll have this issue, and I don’t think Halo 4 will have this fixed.
>
> Ohhh…
I’ve ran into this very issue in games like Gmod, Minecraft, Crysis, Halo PC, Star Trek Online, and I think even StarCraft 2, it’s a issue that if fixed would make a lot of people happy, but it’s not a simple fix like changing the color of the object, or even changing the size of it, It’s like trying to repair AC unit in a car…
how about a fx that is blk/wht and u can see only red,or blue,or green,or yellow, etc.
so its like sin city
the fx is color blind or blk/wht with another option that says secondary color:select secondary and a color wheel comes up: choose a color, i choose red or green
if u want 2 or more secondary colors, spawn that fx again and choose ur color
now i can have red and green awesome
i liked that u can only put in 4 fx in reach so i wouldn’t expect more, but theres more cool
lights i would like more and differ styles of it(forerunner,human flood lights,covenant lights,nature light like glowing plants if there on these forerunner worlds)
weather/time of day effect, like what they use in trials evolution or in far cry map editor
texture for the building blocks(forerunner,human/unsc,covenant,space,natural,etc.)
When a frame is being rendered*, the engine only draws something into a pixel if that pixel isn’t already occupied by a closer object. But if two things are extremely close together, computational precision error and such can confuse the engine as to which thing is in front of the other.
The only “fix” is to use more precise calculations and such.
*This explaination applies to a typical rasterizer, anyway. If we’re talking about ray tracers or renderers that don’t use Z-buffers the story looks a little different (and sometimes a lot more insane), but there are comparable limitations.
What you are talking about with the wierd stuff is called Z-fighting. This happens when 2 textures are on the one z (Vertical coordinate) coordinate and this causes confusion in the engine. I heard that the Z-fighting has been fixed in Halo 4, so you wont see any of that happening.
Speaking of blinking, I hope there’s no disco glitch in Halo 4 Forge, either. The disco glitch in Reach was a glitch that would cause all of the on-screen objects to start flashing/blinking in some sort of rapid cycle. Unlike Z-fighting or lag problems, it happens even if you’re perfectly still, as long as the conditions causing it are still there.
AFAIK, it was caused by having too many objects in your field of vision at one time, including objects that aren’t rendered (not sure what the amount is, or how splitscreen affects it). This means that an object completely hidden behind another object count towards this if you happen to be looking in its direction. Unlike some typical lag problems, you can’t ever fix it by breaking up long lines-of-sight, since this requires adding more objects (thus making it even it even worse). The only fix is to make sure you don’t build an overly dense map.
The good news is that sometimes this glitch will appear in Forge, but disappear during custom games, simply because in Forge mode it has to visually render all the spawn points, boundary shape, hill markers, etc. While Forging, these count the same as solid objects in your FOV, contributing to the glitch. When you load it up in custom games, they aren’t rendered, thus reducing the likelihood of the glitch occurring. Although, even in cases where the problem goes away in custom games, it’s best not to ignore it, as it may be a warning sign of an overly-dense map.
> Yeah, hopefully that won’t happen in Halo 4. Perhaps have the ability to set one object as a priority, so the texture will override the other?
That’s the only possible solution to this problem.
If any one needs a sneak peek at forge look on youtube for halo 4 rtx forge footage. Its got a 1mil budget. more parts. magnatize objects together,duplicate a object, lock and unlock an object so it cant be moved, no undo, placable areas to modify trates such as gravity (make your own space box), the object your hand is over lights up green so you know what your going to grab.
They had an interview on the forge not to long ago. I think most of the problems will be fixed. You can duplicate items now and you can individually see what you are selecting.
> Y’know how in Reach when you have things perfectly aligned and it does that weird thing (like it’s blinking or something)? Well, anyone know if it still does this or not in Halo 4? I hope it doesn’t do that.
They said in the panel that they are trying to make it less noticeable, but it will still happen and they have no way to solve it.
Hopefully the new light rendering feature will solve this.
> What you are talking about with the wierd stuff is called Z-fighting. This happens when 2 textures are on the one z (Vertical coordinate) coordinate and this causes confusion in the engine. I heard that the Z-fighting has been fixed in Halo 4, so you wont see any of that happening.
One does not simply fix Z-fighting.
It’s pretty easy to fix this yourself. You can move one of the objects up or down a tiny bit and the z-fighting will be fixed, the small bump created is almost unnoticeable.