Save your self some time and grief by learning how to use -wadinclude in your HLCSG compile. If the map is just for you and you are learning/practicing..why not, just a bit of increased filesize on maps you will probably delete anyhow as you progress in skill.
To use this function is fairly basic...first of all make sure you are using a version of Zoner's Halflife Tools...(ZHLT)
http://ammahls.com/index.php?page=downloadcat&cat=tools
I'm assuming as a new mapper, you are using Hammer to do your compiles...if you are, press f9 and clickie the "expert" button. On your HLCSG command line it will say $csg_exe....leave that be. In the parameters part I'd have mine set like this with a basic setup.
$path$file -wadinclude nameofwadhere -high.... I put the .wad file I am using to include in the map right in my core hammer directory so I don't need have to type in pathnames...heheh lazy like that
You don't need to put .wad on the filename when using -wadinclude either
Here is some documentation on this from ZHLT on the -wadinclude function...
-wadinclude :: file Place textures used from wad specified into bsp.
This option will cause csg to include used textures from the named wadfile into the bsp. It does partial name matching, is not case sensitive, and can also match directory names. If multiple includes need to be done, -wadinclude must be specified multiple times, once for each include. Only textures actually used in the map are included into the bsp.
Happy mapping man!