ChronosRox - each new material on model will lower perfomance, so decrease number of separate textures on model - its will faster rendering in game. This rule came from directX limitations as i know - eacj new material id need some additional calculations or somethin.
So, if you need a lot different textures in different materials - you can do free, just it little lower perfomance. Anyway - one 2048x2048 texture renders faster, then 4x 512x512
RotatorSplint - thanks :). This is ep2 screens, but there no difference with older versions(no new shaders used), generic hl2 can looks same (but with HDR is better).
http://www.unknownworlds.com/ns2/news/2007/11/texture_preview_tool - developers of "Natural selection 2" making interesting tool for source texture artists. It makes possible too see texture changes in game rapidly - see video. Hope materials params changes also will be supported "live"
World Crafter - in game there a 3-4 places were you can take shotgun again. On hard level its realy helps - shoot all ammo in uzi/mp5 and back to take shotgun or revert. And imho shotgun is not enough powerful for serious monsters - too slow reloading & low distance. But i like it shooting sound
Glock is fun(&useless) with alternate fire :D; anyway - it have 20 ammo clip & i cant see that p226 is powerful - same 3-5 shots to zombie head. Sorry for little spoilers
Gameplay - author fix dificculty ("hard is hard, easy is aesy"), texturing & lightnin imho was normal in original game and better now. Anyway - its hardcore-survival-horror mod - not all people like this theme. Situations like "have no ammo/firepower to kill enemies - need to run" is normal here.
Its HL1 horror mod... and one of the bestest imho. Director's Cut version realy enchanced in maps/models/story/etc - so, if you enjoyed old "Afraid of monsters"(like me gigi) - its take you soul again ^_^.
P.S. Try to play on "Hard" skill - looks like it possible, couse i already in the middle of the game and alive (but my health most time in "1-25 hp" ).
Well, in that case you can experiment with vmt of your model - normal maps can be applied to any compiled model, no recompile needed (use command "mat_reloadallmaterials" after vmt changing to see changes without restarting game).
I erase some unuseful strings - may be string $cd "..." used by bat-file compilation; i use GUIstudioMDL for compile - it works fine without this $cd param.
May be this info will be useful: then you texturing in max you can apply any texture to your model - it can be *.psd or *.bmp or any format what max supports; location of texture also be any. Then you exporting your textured model to smd - only name of applied texture file is used (for sample - you use texture C:Program FilesPirated max 9.0myTexturesweeeee.psd - after exporting to smd format only "weeeee" will be saved - no file extendion, no path to file). So, in qc file you define $cdmaterials "waytomaterial" were must be material named "weeeee.vmt"
In russia there a lot of gamedev companies cant make own editor and use 3D max or somethin. Its eeevil - a lot of troubles with textures, scripts, oprimization, etc - not frendly interface for creative people.
>>Does anyone know a good, light fps engine with dynamic lights, static models, and nice base to start making a single player mod? + >>Now i only have my laptop, which isn't that good. 'Heaviest' game i got working on this, was HL2 with medium details.
Well, game developing is hi-tech related industry and rapidly grayup. So, its strange to hear your request. You can work with any top engine but it will be slow and laggy; you can work with goldsrc or unreal 2.5 - faster, but looks old and no perspectives - then you finish your work it will be 2008-2009 and it will be hard to find a lot of users that using this old games.
So, search for stand-alone game engines that dont requare old game to run - http://en.wikipedia.org/wiki/List_of_game_engines or upgrade your PC (it cost just 1500$ for realy good 4-core 8gb ram configuration).
VVIS dont use func details then making visibility matrix - so, firts bad thing that you will have whole map rendered any time (walls & floors dont block any visibility in that case).
Second trouble - lightning (func details dont cut boundary brushes on polygons - so some time you will get bugs like "wall in dark room have bright line in corner".
Mr.Good Map - imho best,fast & easy way to lern 2D/3D -video tutorials. For XSI/Zbrush i can recommend buy videos from Digital tutors or pirate it from p2p (e-mule).
chrispy - may be it little closer to your target http://www.hl2world.com/wiki/index.php/Refract_Shader Btw, in refract shader "$bluramount" "xxx" parameter exist - i dont now what it doing but mabe it realy makes blur.
Entity light_environment (parameter "pitch" requare sunlight angle with minus, like "-45" or something). Also good way - see live samples in SDK (C:Program FileZSTEAMsteamappsesmajorsourcesdk_contenthl2mapsrc)