That’s ok. We have textures now.
There still are some doubles
Options on the left are also accessible when pressing F6 after W -> remove doubles. Vertices aren’t directly on top of each other so you have to increase merge distance. This removes double vertices, and also edges and faces between them.
Because that step removes geometry, selecting all and recalculating normals (ctrl+N) is good thing to do. Next make sure correct material is assigned to those faces:
If you select one face and then press ctrl+alt+shift+F, that selects all linked flat faces. Or alternatively select one face, shift+G -> co-planar. Quicker to select that way. (Don’t mind the duplicated piece in the picture, did that just if I need to visualize that selection, but this is not hard to explain).
After selection, select correct material from the material stack and press assign. This makes sure that material is on those faces.
Next, if you switch using a UV map for texture coordinates instead of generated, it’s easier to position the texture:
Switch to front ortho view: numpad_1 to go to front view, and numpad_5 to switch between view modes.
Those faces still selected, press U -> project from view. This creates an UV map you can edit in UV/image editor.
Then switch texture mapping from generated to UV. If you change image mapping extension to clip, it means it cuts the texture where the UV area ends, but it only does so when rendered.
You probably want to scale it there UVs in the UV/image editor. S to scale, X/Y for axis. R to rotate if you need to. You can also mirror with ctrl+M, axis. Same keys as in the 3d view.