Theres a few options.
Either i did recycle material from the 2nd UT cd, or i made them from scratch, or a combination from those two. I prefer the second option, to make them from scratch, because this has a bunch of benefits. Theres no hasle about copyright, and more important, you can shape it exactly how you want it.
Other ways to make the textures is taking photos or make scans and use those as a base. The grass texture took me 2 years(2 summers) to find the correct grass, and was able to make a good shot from it. After that i had to cut it to the right size, make it square, make it tilable and than recolor it in three different colors.
In general i start out with the original texture and bloat that up to 2048 pixels x 2048 pixels x 2048 DPI. That original i use as base to see what is what and where is what and to make sure the coloration is exactly as it should be. It only serves as an example. Normally a texture is build from several other originals. To stick with the grass, there 3 colors of grass, green, green/brownish and brown grass. Those will be the bases for all grass textures. Than in most textures theres soil sitting in that. Epic only used oné soil for all the grass textures.
In this case i only had to make sure the grass was cut at the proper places, and had to cut in such a way the texture kept being tilable. Most textures are made from 2 - 4 different base textures. The entire Skaarj set is bassically made from 6 different base textures. And at this moment i still have to create 2 bases. Once i got those, than i can remake all Skaarj textures in oné go. Which would still be alot of work, because i have to make each individual shape thats to be found in each texture. And theres allota shapes in there lol. Making the shapes is the most time consuming part really. Obviously shapes can be recycled too, once i got a shape i can use it in any texture that its sitting in. And when i got all bases and all shapes, it goes pretty fast doing the remaining textures.
It took me weeks to create all the little signs for the panels on this page:
http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/DecayedS/Deca...But once i got them i could make all the panels fairly easy. I just had to look carefully what sign was used in which texture. Than resize it, flip or turn it if needed.
Same goes for the signs on this page:
http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj...But once i got those i could fairly easelly make the actual panels. A_a2, A_a2b, A_a2c, and A_a2d are made from complete scratch, for the screens i had to make screenshots ingame from SkyTown after removing stuff out in the editor so i either had a clear view for the shots, or because there were sitting things in the shot who were not seposed to be there.
Same story for
Emitor,
Emitor2,
Emitor3,
Emitor4 they were made from complete scratch. Making the shapes probably consumes 80-90% of the time for any given texture.
And as for the Infiltration textures. I already made a bunch of those, but they cannot be used, since we cannot handle .u files to merge them with the S3TC textures. And theres two solutions for that, either the mergtool is adapted to handle other packages like .u or the Infiltration package needs to be dissambled into a .u AND a .utx package.
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