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Could anybody tell me what's going on here? I've been tearing my hair out for awhile with this. Only seems to happen with road textures. Never had this problem creating other assets. I'm not a complete novice in blender. I know the basics of texturing. But here I've tried every way of UV unwrapping/texturing I can think of and the result is still this. Maybe I've overlooked something simple? Or is there some wizardry to road asset texturing in CS? 

This is just using one segment + diffuse.

Strangely enough, if I de-select and re-select the .fbx before import, it will actually stretch the diffuse to the mesh properly on import, albeit it with extremely saturated/incorrect colours. But even the texture layout looks more or less correct in the editor, it will still look like it does in the picture below when it's placed in-game.

I tried vertex painting the entire thing in magenta and it resulted in a whirlpooled tiling-type effect.

EDIT: SOLVED. Texture resolution was incorrect and I didn't notice (519 instead of 512). My bad. Same problem discussed here: 

temp_road.png

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