Well the quick and dirty way I would do it would be to shift click on the plane and flip the normals while in face subobject. You can try and use a two sided material but I suspect it won't work. Make sure not to weld the verts cause it would mess up the smoothing group.
Hope it works, cause I have not tried this with a normal mapped alpha plane and I suspect you are using them, if not it should work fine.
if you're using a directx shader (i may have misunderstood but I think you might be?) the shader will have to be set to draw backfaces (not cull backfaces)
either way EQ+sage are right, better to dupe+flip the geometry manually so the lighting will be nearer to correct.
Replies
Hope it works, cause I have not tried this with a normal mapped alpha plane and I suspect you are using them, if not it should work fine.
Alex
i can try your quick and dirty way Sage...things may get little bit nasty tho.
thanks for chimin in guys.
anyone else?
edit: actually anytime you do this it will get lit incorreclty on one side, just with normals its usally more apparent.
either way EQ+sage are right, better to dupe+flip the geometry manually so the lighting will be nearer to correct.
just my 2p worth.