I'll definitely do some reading up on the comile tools. In the meantime, I found this on:
http://members.lycos.co.uk/EditHalfLife/tutorials/funcwall.htm
"The func_wall entity is often used by mappers when they want to prevent polygon subdivision and encounter leaf warnings/errors.Should this be the way? The answer is not always. You can't always depend on func_wall to be your easy solution to any problems you face.
The most important point in this whole tutorial is that turning a brush into an entity means that this entity polygon(epoly) does not block visibility...VIS ignores entity polygons.Also entity polygons may not subdivide wpolys into more wpolys but you must remember that once you can see any part of an epoly, all of it is visible to the engine so all of it is drawn.
So when should you turn wpolys into epolys?
It really depends on the situation.If you have leaf warnings/errors you have 3 options,
- Simplify the area thats causing the problem.
- Delete the problem area.
- Turn it into a func_wall.
You should only use the last solution if this problem area will not affect visiblity calculations.For example things like wall brushes should never be turned into an epoly.Other brushes such as pillars really depend on their size, large(complex)pillars will in general be better off if left alone while smaller pillars should be turned into a func_wall in order to prevent polygon subdivision.
For small complex brushes i'd recommend turning it into a func_wall but if you encounter problems with these brushes (leaf warnings/errors), you need to simplify (or maybe delete) the problem.
Finally there is one thing i haven't mentioned which is something obvious but something that has to be kept in mind.Entity polygons are also polygons ie they need to be rendered by the engine."
With that being said, I suppose my building faces shouldn't be used in this way. However, the only complicated (if you can call it that) world brushes I have are probably stairs, or rotated 2x4 pieces of wood covering a window. Could this be a problem? I have my sidewalk overlapping my street, just to ensure that a player can't see through underneath the map. Can this be contributing to the VIS problem? Also, on my gas station, the roof has 2 layers butted together and are pretty thin. Don't ask me why I did that. I need to change that regardless, but I really don't know what else to say. I do have some models such as cars models in which the model box in the 2D view goes into the street, and a few handrail models that go into the wall on the 2D views. I don't know, just trying to narrow down my problem. Again, thanks.