So I have this rather large zeppelin

It consists of 2 cones (nose and tail), a cylinder (middle body), and 4 brushes (fins)
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For FPS reasons, is it better to go with the aforementioned curves or to cut up and shape 3 octagonal brushes to make the body of the zeppelin?
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I skinned the zep with a light aluminum texture and wrote the following shader:
textures/iffy/base_flat_light //from Shaderlab
{
qer_editorimage textures/iffy/base_flat_light.tga
surfaceparm playerclip
surfaceparm weaponclip
surfaceparm metalsteps
implicitMap -
{
map textures/iffy/base_flat_light.tga
}
}
a. I don’t think surfaceparm weaponclip works. How can I make it so that weapon fire cannot pass thru the skin of the zep?
b. I’d like to make the skin of the zep slippery, so that if people step off the top walkway, the slip off. What surfaceparm could I use to get this effect.
c. I get 3 spots where the nose and the middle don’t line up - meaning you can see a good sized seam between 2 vertices.

However, when I check the 3 views, it really looks like the backmost vertices of the nose line up perfectly with the frontmost vertices of the middle. Any thoughts on how to best fix this?