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

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