Patch meshes were used for the traps in Highrise. Think of a patch mesh as just one face of a brush. The back of the face is nothing, no texture, no collision, simply nothing. The front of the face has a texture and is solid. So start on the back face and walk through, turn around, and BAM! a solid textured face right in your face! I assume (though I haven't tried it) that some shader parameters might change these basic rules, but it simplifies it so that all you need is a texture and a patch mesh.
The
nonsolid surfaceparm will make a whole brush
physically empty, but still draw the faces.
I can't say anything about DASPRiD's method, but it sounds like it might work (and I guess he has probably tested/used it too

).
You might want to read up on Quake3 shaders:
http://www.heppler.com/shader/shader/section4.htm#4.8