Do you want to go crazy with decals and dirty up stuff like this ...
Houston .. we have a problem .. look at the mess on the floor where the decal overshot its target! Sure you can add "surfaceparm nomarks" to every shader you don't want to receive a decal, but am I doing that? Yeah, right ...

So I went through to see how "_lightmapsamplesize" entity key works and added a "_nodecals" key everywhere. Now you can easily exclude any entity from receiving a decal during map compile.
Result = ...

Compiler is here with source code ...
www.moddb.com/mods...ls-1-entity-keyIs this compiler right for you? Probably not, I target DarkPlaces not Q3 and use J.A.C.K. as a map editor but the source code changes should transport easy.
I've used q3map2 for 3 years now and I love q3map2!
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Extra credit: I adapted this from Pixabay ... pixabay.com/videos...derstorm-28067/ .. just an animated texture with blendfunc blend.
