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How can I remove flickering when objects overlap? [Solved]
Posted: Sun Aug 19, 2007 2:56 pm
by BountyHunterV
when you put two objects together (overlapping), there is a line where the two objects overlap, that squiggles and moves incessantly, which is extremely annoying if you're trying to make a hallway or something...
does anybody know how to get rid of it?
Posted: Sun Aug 19, 2007 3:20 pm
by squipple
This is due to polygons overlapping. The two objects have polygons in the same 3d space. The engine tries to render two polygons in the same place and the result is flickering surfaces. I had a TON of this to fix in Eddie's Kastel.
To fix this, move one of your objects a fractional amount in a direction perpendicular to the surface. Moving it such a small amount never gets noticed in gameplay and fixes the flickering. You can do this in ZE, but it's tough to move it just a little bit. I found it's better to open the wld file in something like edit pad pro, and change the x,y,z coordinates of the object accordingly. I think you can also chenge the position numrically in ZE. Do a search for me zeroeditor undocumented topic. You only need to move the object 0.1 units from its current location to eliminate flickering.
Posted: Sun Aug 19, 2007 4:27 pm
by BountyHunterV
squipple wrote:To fix this, move one of your objects a fractional amount in a direction perpendicular to the surface.
direction perpendicular? does that mean up/down, or left/right?
P.S. you made Eddie's Kastel?
Posted: Sun Aug 19, 2007 4:37 pm
by Ace_Azzameen_5
For precision moving, select an object and press P. That brings up a box with three numbers that are the objects coordinates. (Same numbers you can find in the wld/lyr files) Change each on untill you find the direction that makes the objects not overlap. Undo the change, then change that number again in the say, tenth decimal place.
Posted: Sun Aug 19, 2007 8:58 pm
by squipple
Yeah, P, that was it, thanks Ace. I beleve those numbers are in X,Y,Z order too.
Perpendicular to the surface, so if the surface is on the X/Y plane, move it on the Z.
Posted: Mon Aug 20, 2007 7:55 pm
by Caleb1117
BountyHunterV wrote:squipple wrote:To fix this, move one of your objects a fractional amount in a direction perpendicular to the surface.
direction perpendicular? does that mean up/down, or left/right?
P.S. you made Eddie's Kastel?
He made the SWBF2 converted version.
The one thats in the Squeddies pack.
Posted: Mon Aug 20, 2007 9:39 pm
by Penguin
often called Z-Fighting.
Posted: Tue Aug 21, 2007 5:46 am
by Qdin
why Z-fighting..? I mean, it might as well be X or Y

depending from which direction it's pointing at?
Posted: Tue Aug 21, 2007 5:49 am
by Penguin
Yeah, but we call it Z-Fighting :/ to complex to start calling it depending on what plane it's on :/
Posted: Wed Aug 22, 2007 6:05 am
by Qdin
lolz.. doesn't give any sence as it really is a dual-plane-fighting
What about.. Flickering fighting?
I'd personally just say visual layer fightings
Posted: Wed Aug 22, 2007 11:35 am
by Maveritchell
Ace_Azzameen_5 wrote:For precision moving, select an object and press P. That brings up a box with three numbers that are the objects coordinates. (Same numbers you can find in the wld/lyr files) Change each on untill you find the direction that makes the objects not overlap. Undo the change, then change that number again in the say, tenth decimal place.
Well, I feel like a doof. I've been looking (not very hard, obviously) for a long time trying to figure that one out.