find the material on the wki to allow a model to show both sides textured instead of one side.
cull mode = 0; or something like that is what your after in the script.
Something like this but I havnt uised it in a couple of years...
(cant find code button)
function mtl_dummy_init
{
vec_set(mtl.emissive_blue,mat_model.emissive_blue);
vec_set(mtl.ambient_blue,mat_model.ambient_blue);
vec_set(mtl.diffuse_blue,mat_model.diffuse_blue);
vec_set(mtl.specular_blue,mat_model.specular_blue);
mtl.power=mat_model.power;
mtl.albedo=mat_model.albedo;
mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888); // the first value in the vector is the threshold
}
material mtl_dummy
{
event=mtl_dummy_init;
effect=
"
texture entSkin1;
dword mtlSkill1;
technique vegetation
{
pass p0
{
Texture[0]=<entSkin1>;
ZWriteEnable=True;
AlphaBlendEnable=False;
AlphaTestEnable=True;
AlphaRef=<mtlSkill1>;
AlphaFunc=Greater;
CullMode=None; // CCW when sigle sided polys, or None when double sided polys
ColorArg1[0]=Texture;
ColorOp[0]=Modulate2X;
ColorArg2[0]=Diffuse;
}
}
technique fallback{pass p0{}}
";
}
action alphafix
{
my.transparent=off;
my.flare=off;
my.material=mtl_dummy;
while(you != null)
{
my.polygon = on;
}
wait(1);
}