Sorry for stupid question, I knew the solution to this once, but either something got updated since the last time I used this, or I've simply forgotten it...
I'm trying to apply a seamless wall texture for the bedrooms using generated texture mapping along with the repeat turned on.
My problem is that walls that follow the Y axis have really stretched textures, and the walls along the X axis are stretched along the Z axis. So neither direction of my walls display the texture correctly.
This will later be used in a game I'm working on, so I'm trying to pack objects together (instead of "Walls Bedroom_1", "Walls Bedroom_2" and so on, I simply have "Walls Bedroom" to make later edits easier and to prevent having too many separate objects.
(Note I've tried messing around with pretty much every setting shown above. I've even tried to use UV maps, although I don't really want to, but the UVs are all stretched out, even though I've unwrapped using "Follow Active Quads")
And yes, all faces are quads, I haven't triangulated anything yet.
What am I doing wrong here? This has probably been asked before, but I couldn't find any solutions that worked for me, and manually UV mapping all the walls is too much of a bother this early in the makings, where I mainly want to implement features and add new objects to the level(s)... There has to be an easier solution to this than to manually UV map the entire thing... (Not that I don't like UVs, I usually prefer them, but I think that for walls, there should be an easier approach as it's simple connected faces following two axis (X & Y).
Stripped down version (containing only the walls, material and texture) available below.