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 >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

