k, so its not a shader thing, as you’ve got no clue what i’m talking about. lols.
k, i’ll try to sum it up. there is a difference between a texture and a shader.
texture=raw image
shader=used to manipulate that image, -eg.hitsounds, walksounds(metal/wood), alphashadowing(see through stuff), water waves, sky, smoke, etc…
step 1:
if you haven’t already, create a shader for your map. call it mapname.shader or something. And add the name of that shader to shaderlist.txt in /scripts folder(radiant uses shaderlist.txt for available shaders, if its not listed radiant won’t see it)
edit the textures/path below to your image location.
*note: textures/mapname<----must be same as shadername, or you’ll get errors!
textures/mapname/myfirstshader
{
qer_editorimage textures/path/to/image.tga //allows you to see your image in radiant
{
map $lightmap //so it gets lightmapped
}
{
map textures/path/to/image.tga
rgbGen identity //for reflective(bounce) light
tcMod scale 1 1 // <--this is the line i'm talking about for you to edit
}
}
with “tcMod scale 1 1” your image will tile in its actual size.
Test with scale 1 1 first, if it still goes 4x4, reduce the scale by 4 to .25 .25(smaller #= bigger image ingame)
@Tyrlop you’d want scale .5 .5 to make 2x larger
Hope that explains what i’m talking about 
gl.