So I have a custom texture, a blue-colored version of the Strogg doorway used in the Warehouse. I go ahead and do a texture replace on those doors to swap them for the blue doors. (so I don't have to do a lot of re-adjustment) They look perfectly fine and dandy in the editor, as seen here:
But when I compile and view it in-game, I am looking at this instead:
Now, I realize I can fix it by doing some manual re-adjustment, by multiplying the number of repeats for the dimensions of the texture by the dimensions in the editor and moving them manually. But what I want to know is how to prevent it from happening in the first place, especially when a more complex situation arises and simply adjusting textures will become too cumbersome. (i.e. working with irregularly angled surfaces that have a texture with this same problem, and having to re-compile 20 times just to check if it's right)
The texture has the exact same dimensions as the original (512x512), with the only difference being that this is a .TGA, not a .JPG. Do note, however, that I cannot use .JPG as this causes the map to crash with an error. The texture is not a part of a shader, so it is not being affected by the scale function. The original orange doors look the same in-game as they do in the editor, so they are fine - only the doors using my new blue texture are affected.
Thanks in advance.