Response to Reply to First Question: Ok, so let's avoid confusion. I'm the one adding the word basic. I'm using the vanilla two-way road. The only thing "basic" about it is its nature in the game. It's not a custom asset. It's the actual vanilla game asset. There's nothing special about it. It should work fine. It doesn't for me.
Response to Reply to Second Question: I don't understand what is "wrong" about it. I didn't have the 1024x1024 texture when I was working in BLENDER (didn't realize you had attached one), so I upsized the 64x64 version in GIMP just to have something to work with. The problem for me is that the OBJ mesh doesn't match the DDS texture from the same asset... the vanilla two-way road. It works perfectly fine in-game, but dumping the OBJ file from the game, and using extract_crp to get the DDS file... they don't align if I unwrap the UV in BLENDER. I unwrap the UV using the simple "unwrap" command (have to remove duplicates first to merge it all properly). It only unwraps to about 1/3 of the 1024 width (since the mesh isn't square itself), so I center the unwrapped content and scale it on the X axis to the full 1024 width. That gives me a fully unwrapped UV aligned to the 1024x1024 grid, but the texture doesn't line up with the mesh unless I do what I did and scale it off the grid. The other problem is that, if I don't scale it the way I did, the texture shows as stretched in the 3D view (as the texture appears to be 1/4 the mesh in the Z axis). In other words, when I scale the unwrapped UV to 400% in the Z axis, the texture looks appropriate in the 3D view. But that clearly shouldn't be the case, so is it just not supposed to look proper in the 3D view to work in-game? If so... how does one gauge how a texture will look in-game while in BLENDER without going back and forth to the game? Obviously I'm doing a lot here, but I'm missing key information to my methodology.