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Tip #2 - "The only two reasons you would want to do this are that func_walls look slightly different, and they do not cast a shadow (since they are ignored by VIS). "
Not entirely true. There's a zoner's flag you can use with ZHLT that will render func_wall entities to be 'opaque' to light - i.e., so they will cast shadows.
And regarding making rails into func_wall entities -- as long as you're not talking about {RAIL rails, but brushwork rails. {RAIL type rails are best to do as func_illusionary entities, with accompanying CLIP brushes. This way, bullets can pass through them. Nothing annoys me more than to shoot at a skulk or a lerk that's on the other side of a rail, and to have all my bullets impact the empty space masked out in the { texture.
Comments
"The only two reasons you would want to do this are that func_walls look slightly different, and they do not cast a shadow (since they are ignored by VIS). "
Not entirely true. There's a zoner's flag you can use with ZHLT that will render func_wall entities to be 'opaque' to light - i.e., so they will cast shadows.
And regarding making rails into func_wall entities -- as long as you're not talking about {RAIL rails, but brushwork rails. {RAIL type rails are best to do as func_illusionary entities, with accompanying CLIP brushes. This way, bullets can pass through them. Nothing annoys me more than to shoot at a skulk or a lerk that's on the other side of a rail, and to have all my bullets impact the empty space masked out in the { texture.