I'm pretty sure you can just hollow the thing out if it's a brush entity. Unless it's a really complicated brush, or you intend to use it in a really complicated manner. Or if you'll use about 500 in your maps, because that would get plain annoying. If this doesn't help, just ignore me, I'm new here.
Chris > 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 _________________________________________________________________ Get Hotmail on your iPhone Find out how here http://windowslive.ninemsn.com.au/article.aspx?id=845706 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

