You can do that in Jedi Academy. 
What makes small file sizes?
Are you sure? It seems like you could do some polygon offset autosprite dirty hackness to create something similar? It wonât be the exact effect, but it could happen, no? (well, i guess you really wouldnât get the âfullâ effect - ie if you block the âcoronaâ image, youâll blot out sprites that you block, but you wonât get that âbleed-overâ that you get with the authentic corona-ness)
ALso, is there a way that vertex colors could get applied to brush polygons? Could this be shader supported (like a keyword to specify vertex colors)? - could be used to save texture memory, if my thinking is right - (and Iâll warrant it might not be so)âŚ
- i realize that the shader wonât know how many vertices a polygon has (quake3 only does triangles, though, right?), i meant vertex colors for all vertices.
Try Q3Map2 -info sometime on a BSP.
I m using Q3map2build by bobdev as a front end tool for all my compiles which is just perfect.
My q3map2 version is q3map_2.5.16_win32_x86 and i canât get -info working with my front end. Can anybody plz post the code for the .bat when i want the info?
Thx a lot.
I use
q3map2 -game ET -info <bsp>
and it works.
If you donât supply the -game parameter q3map complains the bsp is a wrong version.
hacked from my user.proj
<key name="bsp_Q3Map2: (info) BSP -info " value="! "C:\.....path_to.........\q3map_2.5.16_win32_x86\q3map2" -v # -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory//" -info $"/>
edit: Blast! got betten to the submit button
That works⌠only⌠how can i make it log the results? The black window closes pretty fast :disgust:
And, yea, i m a noob regarding this 
q3map2toolz can monitor the compile and log the results in its own window.
You could start it using
q3map2 -game ET -info mylevel.bsp > levelinfo.txt
If you want to add the last run to the log, use >> instead of >