What you're asking for violates the fundamentals of how a brush works (in every 
engine that uses bsp brushes!).


One solution is to setup brushes around the brush. Someone earlier suggested to 
just hollow the entity. This has reliability issues as this changes the 
effective volume of the ent. In large brushes, you could be inside the area of 
the original brush but not in the volume of any one the hollowed brushes. 
You're not in a trigger.  A hallow of 1 on the floor, then jumping up with a 
very high celing would achieve this effect. (ie a brush ent that was originally 
512x512x512)

A better way to set it up is to make a copy of your brush and hollow with a 
negative number. Move the new brushes into place. Tag them with nodraw, then 
apply a texture to the sides you that touch the original entity brush. Set the 
classname of these new brushes to a func_brush and set Solidity to 1 (never 
solid). 

A model is another good option. This has the trade off of visual control for 
reduced flexibility to set up the ent in different ways. That is, you'll forced 
to use the same model in nearly every situation. This might not be a problem 
depending on the situation. 



--- On Thu, 9/3/09, Bob Somers <magicbob...@gmail.com> wrote:

> From: Bob Somers <magicbob...@gmail.com>
> Subject: [hlcoders] Backface Culling
> To: "HLCoders Mailing List" <hlcoders@list.valvesoftware.com>
> Date: Thursday, September 3, 2009, 8:50 PM
> 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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