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 > > _______________________________________________ > 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