void patterSkin(ENTITY* ent,STRING* textureName,var factor){
BMAP* tmpBmp;
BMAP* txtBmp=bmap_create(textureName);
var txtSize=bmap_width(txtBmp);
var posx,posy,Size=clamp(factor,1,64);
tmpBmp=bmap_createblack((txtSize*Size),(txtSize*Size),32);
for(posy=0;posy<Size;posy++){
for(posx=0;posx<Size;posx++){
bmap_blit(tmpBmp,txtBmp,vector(posx*txtSize,posy*txtSize,0),vector(txtSize,txtSize,0));
}
}
ent_cloneskin(ent);
ent_setskin(ent,tmpBmp,0);
set(ent,NULL);
return;
}
//thats the way you can use the function
you=ent_create("block.mdl",nullvector,NULL);
createPattern(you,"test.bmp",4);//createPattern(entity pointer,external texture,size factor)