This is a simplified graphic tutorial I made a few years ago on how to map portions of a model using Binedit version 1.X.....version 2 is similar, except for having buttons for selecting Vertex-selection, move and resize modes, but it should gibve you a basic idea of how texture mapping in B.E. is done...
Read Mal's text on how to select the faces/polys to be mapped, then review my graphics
----------------------------- Binedit version 2 --------------------------------
With B.E. 2.X. you have to pre-select which vertices you want to position using handy tool buttons...
To move one vertex, select the MOVE button, position the cursor on the vertix, press & hold the left mouse button and move the mouse.
To move vertices in groups, you must pre-select the vertices. Selected vertices will turn from green to red.
To quickly select closely positioned vertices, position the cursor near on of them, press and hold the left M-button, then drag a dotted-line box around all the vertices you wish to manipulate.
To work with all the vertices in the window (the entire mesh), double-click once anywhere in the mapping window (all vert. will turn red). Single-click to de-select all (the vert. will turn green).
To resize the mesh smaller, select all the vertices, click the resize button, then position the cursor on top of a vertex near the top-right of the mesh, click and hold the left M-button and drag down and to the left.
To reposition the mesh, , select all the vertices, click the move button, then position the cursor on top of any vertex, click and hold the left M-button, and move the mouse.
With BE 2.X, you will see the textures on the model change in real time as you reposition the mesh. older versions don't show results until you move the mesh and close the mapping window (making version 2.X better for texture mapping.
I hope all this is helpful...experiment, and have fun!