| No matter how nice your wall texture
looks, it's going to get stale pretty fast if you don't 'layer' it
with some complimentary textures. These textures are created in a
set, and might include a basic texture, then that same texture with
a cornice, with graffiti, with a window, etc. The more variance you
have in a texture set, the more realistic and interesting your map
will look. We'll start by creating a basic brick texture set. |
| We'll use the brick texture in E3U1
to start (Fig. 1). In BSP, you can right click on the texture and
save it to the clipboard, otherwise you'll have to use a PAK explorer
to get to it. You'll want to grab a few other interesting textures
while you're at it... in this case I imported one of the metal textures
(Fig. 2). |

Fig. 1

Fig.2 |
| The part of the metal texture I'm
interested in here is the top piece, above the shading. Open the textures
in your graphics program, and clip the top area from the metal texture
(Fig. 3). Cut and paste it into the brick texture, and viola, you
have a header for your brick wall (Fig. 4). |

Fig. 3

Fig.4 |
| Let's work on another one. Create
a new graphic, 128 x 128, and copy and paste the brick texture into
it, tiled, so that you have a 128 x 128 brick texture. DON'T JUST
RESIZE THE 64 x 64 TEXTURE TO 128 x 128, it won't match up later.
In Figure 5, I've cut and pasted a piece from a cinder block texture
to the bottom, creating a footer for the wall. |

Fig. 5 |
| Now we simply layer the textures by
using multiple brushes, in this case a 64 unit high brush for the
header on top of a 128 unit high brush painted with the brick and
footer texture (Figures 6 and 7). |

Fig. 6

Fig. 7 |
| You can keep going with this as much
as you like... the more complimentary textures, the better. In Figure
8, I took the original footer texture (Fig. 5), and threw in some
graffiti for the hell of it. |

Fig. 8 |
|