When a brush is compiled it's replaced by individual polygons, and of 
course VBSP doesn't bother generating ones which are theoretically never 
seen. Backface culling won't do a thing here: you need to either create 
new polys, or flip the existing ones.

Bob Somers wrote:
> That works in Hammer, but in game the engine still culls the interior
> faces. There's got to be a way to do it in code...
>
> --Bob
>
>
>
>
> On Thu, Sep 3, 2009 at 6:34 PM, Matt Hoffman<[email protected]> 
> wrote:
>   
>> I don't know if $nocull works on brushes but try adding $nocull 1 to the
>> VMT.
>>
>> On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers <[email protected]> wrote:
>>
>>     
>>> Is there a way to turn off backface culling for a particular entity?
>>> I'd like to draw the texture on the inside of a brush entity when a
>>> player walks inside it.
>>>
>>> Thanks for your help.
>>>
>>> --Bob
>>>
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>>     
>
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