yeah... well technically you can't actually render multiple textures without a pipeline - because on the first pass you'd do the first texture, on the second you do the blended "shader" textures.
but the best hack and probably the quicked way to get around this is simple to combine the textures prior to putting them on the model.
the results are identical - just means you have to hard code alot more than doing a second pass
i'm not sure to BSP's supporting multitextures persay - but i remember being told that the lightmaps worked fine so i'm guessing they do.
Just probably not shaders ... guess the onlyway to find out is to try it with premade BSP's (like quake3's, quake2's & half-life's)
Anata aru kowagaru no watashi! 