To answer your texture problem Here's a source I found:
WAD3 format
The WAD3 format is similar to the WAD format of Quake, except that each texture entry is followed by a short (number of palette entries), then 256 RGB entries describing its palette. The old Quake WAD just used one overall palette, but each texture in Half-Life has an individual palette, thus the format change. Writers of WAD utilities should be able to parse the file format given the above information.
Makels.exe
Makels.exe is a simple program that generates a script file for easy compiling of textures into a WAD. With Quake, multiple textures would be referenced on a single 320x200 page, and the script file had to be written by hand to give ripping coordinates, etc. Slow process.
Now each texture is an individual BMP file, utilizing the whole space (no non-texture areas of the canvas), so no hand input of coordinates is necessary. Makels creates the script by looking into the specified directory, and writing the script referencing all the BMPs it finds in that directory. Simple and painless. The command line is thus:
Makels <directory of BMPs name> <output WAD name> <scriptname>
The output will be scriptname.ls. This file can then be fed to qlumpy, which grabs the BMPs according to the script and builds the WAD file. Included is a batch file that will compile the sample textures.
Qlumpy.exe
Qlumpy.exe rips all the bmps files and makes mip-maps out of them, and compiles them into a WAD file. It uses the .ls file to know what to do. Just typing "qlumpy scriptname.ls” should be all you need to do.
Makewad.bat
Makewad.bat is a simple batch file that should compile the sample texture folder into a sample WAD file, suitable for WorldCraft. It shows you what to do when running the utilities, and can of course be duplicated and renamed, rewritten to make different WADs from different directories of textures, etc.