Also, the modifier stack in your first screenshot is a mess. This is a really bad way to work, since any changes below the top modifier will often cause bad results. Many modifiers are dependent on the vertex order staying the same. If you change it, you're going to get all sorts of bad things. It's best to work as "flat"…
To be honest I never really use that, I always use Unwrap UVW modifier when it comes to UV my model. You want to check out Textools by Renderhjs to help you UV your model.
UVW Xform modifier lets you change scale/rotation/position of existing UVs. Helpful if you know you need a certain numerical offset. Which version of Max are you using? This is a good tutorial for Max 2016: http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-72EDF161-E5BC-4B43-86B9-08FE4A58AEB6
Ah, you didn't say it was for a game! I assumed you meant to do it inside Max only, since you're using Render and you're using V-Ray, two things rarely used (if ever) for making game art. Oh well, I updated the zip with another max file, for 2014. Worth a look anyhow I guess. For games, you want to use a multi-texture…
The file you sent me is newer than my 3DSMax version. I use Max 2014, would you save the file as an older version? And I have two questions, Will it be okay if I use "UV Xform" modifier for creating a road? I want to use UV XForm because I want to have one material for all of same roads. And is it bad not to use composite…