Thanks for your replies Tom. Unfortunately the easy solution won't
work for me, because I'm trying to do this with a custom brush entity
so I can't just set it to func_detail.

Oh well, guess I'll have to just accept that the back faces will be missing. :/

--Bob




On Fri, Sep 4, 2009 at 3:13 AM, Tom Edwards<[email protected]> wrote:
> Easy solution: $nocull will work with brush entities, which according to
> the wiki includes func_detail.
>
> http://developer.valvesoftware.com/wiki/$nocull
>
> 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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