by Spike » Sat Dec 14, 2013 8:14 am
by 'sdk tools', he means the halflife qbsp etc programs that take your map and generate an optimised bsp. the ones that you can't make a halflife map without, regardless of the actual editor you use.
you could use wad3 files with a quake map... but what's the point? just use paletted tgas or something. or pcx if you're going for that vibe... many quake engines already support pcx. its just a stupid format that noone bothers to mention it, but hey, if you're going for 256 colours per individual texture then its right up your street!...
of course, you'll have redundancy as each bsp has a copy of every texture.
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