QUOTE(Ganthofer @ Mar 28 2010, 08:05 AM)

Show Back Facing Polys is set under Tools > Options > Rendering. But it is only selectable with Quality set to Realtime or Shaded. If you render in Final Quality, the faces are not culled. If you render in Shaded or realtime, the wall must not be solid geometry or you have to flip the normals on the outside of the wall to point inward.
Thinks
QUOTE(Ganthofer @ Mar 28 2010, 08:05 AM)

The clip on Youtube you give as an example is most likely because of the FOV that the default first person view is set to (75 degrees).
http://developer.valvesoftware.com/wiki/Field_of_View.
Yes I notes that the focus length is a little off it should be 70. But I did not what to add to the confusions.
QUOTE(Ganthofer @ Mar 28 2010, 08:05 AM)

For the first person view, the camera does not go outside the walls. This is how they give the impression of viewing from the first person point POV.
That would be correct.
The option I mentioned was from the point of view of a programer as how to get it to work.
Here is a example in reverse. If you move the point at which you take the pitcher forward and move the X,Y,Z control of the camera with it. You will be able to make a shot as if you are standing right next to the object but make it look like you are further back from the subject with out using the focus length. In a scene where you need to move the camera around. The more you change the focus length the more your scene start to distort.
This dose away with the hiding trick and the focus distortion.
Click to view attachmentQUOTE(largento @ Mar 28 2010, 11:28 AM)

Coming to this late, but a question about what the shot is about. Is the intention that someone is just walking down the hall and casually turning to their friend to talk? Is it POV of another character? Your solution may just be to do a cut. Start the turn and then jumpcut to the shot the way you would like it (with the wall now out of the way, so your camera can be back to the distance you want.
Something akin to this:
Click to view attachmentI did this quickly, but it works. (It would work even better if I'd spent the time to match the speed of the camera move. You could also spend some time to make sure the figure stays a similar scale to what you're expecting.
One thing you mist.. You made the hallway a lot bigger to get the shot. (and that is the point)
If and when A:M gets around to add the option to the camera I bet you guys will find a lot of uses. And find your scenes far easer to set up.
Before I get into trouble this is the end of the topic. And I need to get back to what I was doing.
Thanks guys