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Just a quick comparison:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=896201479
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=896201454
This is how it should look:
https://steamuserimages-a.akamaihd.net/ugc/814434046765199912/9CC9BC1AFB888FDCDBCF6DD762A6FD2A1D6AC151/
and this is how they look on that same map if you will move ~5 meters to right:
https://steamuserimages-a.akamaihd.net/ugc/814434046765200194/1FD54F3377B595A3511AF16262DAEF7651023A6F/
That same problem appears on other weapons as well.
Also, Locus mag should be translucent.
That's because the envmap setting of this map,it will be required to remove the envmap lines from the related .vmts if someone attempts to fix it.
Try to use texture _c and _s at the same time. It should make it look better in some cases.
http://i.imgur.com/wjEtBfK.png
my best wishes to you, ben
EDIT: it stopped happening for some reason, but please look into this.
Firstly, the combat knife takes so long to deploy that it's really not worth using. It's not that the draw animation is slowed down, but that I have to wait for the first breathing animation to end to be able to use it. Essentially, to use it, I have to wait the length of an elevator ride down 8 floors after I deploy it.
Secondly, (if this isn't intentional) seeing as I can use a quick melee attack while sprinting, it doesn't make sense that I can't use quick melee during the transition between sprinting and not sprinting (so, when I stop sprinting). If it is intentional, why? I'm quite accustomed to the bayonet charge mechanic in Battlefield 1, so not being able to immediately hit after running up to an enemy to do so leaves me waiting, and it really ♥♥♥♥♥ me up.