This is a topic where I want to make some questions that aren't specifically related to any specific case.
Anyone who wants to do the same, suit yourself
Well,
First one:
There isn't any reflection in Goldsrc... humm... or... is there any?
No, I'm not talking about creating a mirrored room behind a glass to make it look as a reflex. I'm talking about real reflex. Why am I asking this? Simple! There's one command that is "r_mirroralpha". This command, although I never saw it do anything, is supposed to control the reflex of reflective textures. Now, the question is... which textures? does that really exist, or this command has some other function and not what I mean?
Second question:
No doubt that skyboxing is wrong. Only outdoors should have a box around, but apart from that, nothing else should have it. But, what if I want to make some "deleted parts" from my map visible... I mean... when BSP is processed, the faces that are not part of the playable area are deleted, but, in some specific situations (actually, I'm having one), it would be useful to have something that makes the compiler process (and lighten) those faces. Well, the typical solution, is to make a skywall on the wall that it's meant to turn visible (or, to not be deleted), but that makes the same problem of skyboxes: it's rendering the sky where it's not necessary. So, at this point, I figured out a solution: "Null" texture walls. These, of course, can't be "glued" to the wall we want to make undeletable, because the null textured face itself would delete the face. But, if we make a box 1 unit away, it's enough to make that wall not be deleted. Null textures, unlike sky textures (when using light_environment), won't create light, which forces everyone to have an extra worry of checking in those walls are correctly lighted, but apart from this, it seems to be a solution for revealing a wall, without having to use the Sky texture.
So, why have I said all this? Well, I guess I wasn't the first to find this solution, and so, what I want to as is: Using Null instead of Sky (for this situation) is a better method? Is the fact that is not generating "sky" behind enough to make the map be faster, or the null texture will work almost the same way as sky and still make the map slow down? I know that, If I'm revealing faces that before were delete, of course the map will always be a bit slower, but the point is, the difference of doing it with Sky texture or Null texture is that big, or null texture isn't that good as seems to be for this situation.
I'm asking this because, although I figured out that this was possible to do, I didn't tried yet in a big scale. So before I do it, I'm asking if doing it is worthy of spending my time.
Huge question, huh?
Sorry for such a long text.
Answer without any rush. I'm going on hollydays so I won't need these answers that soon... only next month I'll return to mapping stuff
Thanks in advance for the answers.
On September I'll bring other interesting questions here.