Generally speaking you can use either a wall segment or a static entity wall it make no difference.Polygon count will still be the same regardless of what method you use.
Entity collision would generally be more or less the same for both unless you change the collision for the entity wall to some thing not suited.
Light mapping an dynamic entity wall and a segment wall is slightly different as with a segment a shadow is added by default if you choose to use it.Change the wall to static it will be treated as a segment minus settings.
A room segment uses over direct shadows and each mesh shadow gets calculated according to that, you can always choose two other options overfull and over direct where over full simply means no shadows are cast on the mesh and over direct which means a shadow being cast from as if a light was directly above it.
This is the default shadows being cast if no light effects the mesh which is visible when you load a level without lights.Shadow ambiance is quite light so it is not as pronounced as it would be with light mapped shadow.
Dynamic lights means no static shadows it doesn't however mean the default shadows aren't there that has been calculated before hand via a segment editor like FPSC segment editor.
Light mapping a static entity wall and a segment wall will still be the same as I presume the entity wall will use over direct.
I have not played around with the setup file but you should be able to change some settings that is if it works. But then again it could be hard coded
but looking at the FPS files each segment file has lighting information perhaps changing this will allow better default shadows not effected by lights from the engine.
also quite nice a static entity mesh without a light source and with or without a shader will be rendered dark pending level ambiance where a segment wall with a shader will be render full bright wihtout a light source with no effect from ambiance....
Quote: "Besides,you'll save half of the polys by using entity walls!"
please explain how the same wall would have less polys...unless you alter the model beforehand...the engine does not do any thing different to the same mesh....even culling works more less the same for both...pending it works as intended.
unless of course you are referring to a room segment wall...but you could use a wall as a single straight mesh
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