Correct to think that, I just openend a custom map and the brushes contain triangles. Meaning a Square box contained trianglular planes. Try creating a map with just a floor and nothing else, and when you build it says 6 polygons, 12 triangles.
On the exporter, There is a setting that says something about verts being shared. Here it is
// ExtensionOverride = ("GLExtOverride/GLExtOverride.dll")
// RemoveExtensions = (GL_ARB_vertex_program, GL_ARB_fragment_program);
With the new settings described above the traingles are combined into quad planes.
By the comparison do you mean, running the command mapinfo or something like that? Sorry I am not looking at my list of console commands.
"When you say the game ran in Open GL you sure you weren't thinking of AA's SCN editor?"
Well I tried several different programs, a few requiring the EXE to be a Direct X 8.0 or 9.0 program, all the programs errored saying this program(Swat3) is not a directx program.
I then tried a program requiring the EXE to be a Open GL, well the swat.exe didn't work but the scneditor did. I guess it is still too early to speculate if swat3 is Open GL or Direct X, that is why I was asking.
ALL IN ALL using imported maps can be done or as I stated in another thread DOABLE, I could sit here for 2 hours and fix missiona's textures for you to run, add stuff, and mess around with it, but would love to teach someone how to do it and guide them thru the process.