to keep textures in scale and not distorted you need equalise the distance between the nodes in the cross section. and if the road width is 9 metres and you are using a square texture, then it needs to repeat every 9 metres which you set as the distance coverage when on the materials tool within RTB. this is the logic you must follow with texturing. personnaly I use a 4 x 1 texture. so I would set my coverage to (4x9) 36 metres.
however if your road is not consistant width then it will naturally stretch you texture width wise. to counter act this you need a section of material at the side of the track with its own texture with a line, and this way you can widen a road and maintain widths, you need to work with rtb by testing it all and to find the logic behind it.
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this is an old image of a roundabout. it uses the same texture everywhere, theres a few extra texture there but the main one was done with rtb and nothing else. road side and centre lines etc. a hint for RTB is that rtb automaticly stretches and generally contorts distance with the panel sizes and material stretching but using ctrl to add new material sections you can measure stuff out to be exact. its also beneficial to use a checkerboard pattern just like with the pro 3d tools for uv scaling. anything that can be done with pro tools can be done with rtb.