I was naive on thinking that the m32 texture files are standalone information, separate from the final bsp. It turns out that the m32's information is implanted into the .bsp file. And such process can be over-ridden by a mapper whilst he is texturing brushes on the map.
This means that its very difficult to gather information on what flags were used in the compilation process, which is useful for reproducing certain effects.
So I made a very simple script that parses the bsp file to extract the needed information and prints it for you.
https://github.com/SoFree-scripts/bsp-t ... s/tag/v0.1
I haven't tested many alternatives, I'm sure someone knows of an already existing method to do this. A map editor that can open bsp files, probably many, and then you manually display the flags there. I wouldn't mind you sharing that information here for learning purposes.Run get_tex_lump.exe within the folder, its a frozen python environment
But a direct way to dump "ALL" flags per instance of a 'specific texturename' seems useful imo.