Mipmapping is using different size textures to reduce texture aliasing (I think you mean uv mapping). Someone was working on procedural map making, I'm not sure what the progress is on that.
Procedural texturing uses parameters to create an appearance (usually done in shaders I think), for textures like wood grain, clouds, rust, grass etc. The problem with procedural texturing is that you're limited by the parameters of the tool. If he wanted to add some grafitti to the gun he would most likely need to allow non-procedural texturing to be applied to it as well.