Backface-culling isn't done with modelling, some coder (lucas?) has to get his fingers on this. It's an openGL/DX feature which, at least on DX, can be set for each entity separatly. Though, it could just be set for all models except the player and hud models if things should kept simple, in our case.
You pretty much just pass the info whether or not backfaces should be culled to the graphics card. I guess it's merely a single line of code at the loading function where the particular gl flag gets set.
However, I'm quite certain some simple algorythm which would leave out very small or flat models according its bounding box's size wouldn't be such a bad idea. I have models like signs or those screw and cigarette in mind actually.
You pretty much just pass the info whether or not backfaces should be culled to the graphics card. I guess it's merely a single line of code at the loading function where the particular gl flag gets set.
However, I'm quite certain some simple algorythm which would leave out very small or flat models according its bounding box's size wouldn't be such a bad idea. I have models like signs or those screw and cigarette in mind actually.