First, create a texture containing all three parts of the runway - one end, the middle and the other end. These need to appear as you want them to appear on the runway surface in FS - not random parts like your current texture. The texture's parts will be aligned vertically - i.e. the runway number should be right side up and readable like yours are. Put the top end of the runway's markings on the left side, the middle of the runway in the middle (with the dotted line down the middle aligned vertically), and the other end of the runway on the right. There should be no extra texture parts above or below these three sections (this is required for the tiling of the center part of the runway). The pixel size should be a power of two in each direction, something like 1024 x 512. The two outer sections would be 341 x 512 in this example, and the middle section will be 342 x 512. They are arranged like:
One end of the runway | the middle | the other end of the runway.
Then in GMAX:
1. Create/Basic Primitives/Plane
2. Drag mouse from corner to corner in top view, doesn't matter the shape or size.
3. Click the elbow pipe tab in the rollout section (top right side of screen).
4. Edit the length and height to the runway's length and width (i.e. 5000' by 150 ').
5. Change the Length Segs to 3, the Width Segs to 1
6. Apply an Edit Mesh modifer to the stack (click down arrow to the right of Modifier List at top of rollout)
7. Click the little black + sign to the left of Edit Mesh to open the sub-rollout.
8. Choose Vertex.
9. Choose Move mode (button with 4 arrows on it).
10. In top view, drag the mouse across the 2 vertices in the middle of the runway (the top ones).
11. Using the gizmo (the arrows), drag them up until they create a rectangle at the top of the runway with the same proportions as your "end" texture. Since that's 341 x 512 in my example, that would be a size ratio of 1.5 to 1, vertical to horizontal.
12. Do the same thing with the other middle vertices, dragging them down to create a rectangle at the bottom of the runway.
13. Create a Material using the Material Editor and apply to the runway.
14. Assuming you still have the Edit Mesh modifier active in the rollout, choose Polygon sub-mode and click on the top runway polygon to select it. If you press F2 the selected polygon will have a red color.
15. In Top View, apply a UVW Map modifier to the stack. This will texture map only the selected polygon. I press the View Align, Fit, and Bitmap Fit buttons (select our current texture file) to insure that the texture will not be distorted.
16. Either use the Gizmo to change the mapping, or add an Unwrap UVW modifier to the stack and press the Edit button. The polygon should be mapped only to the left hand portion of our texture. I assume you know how to do this.
17. Once you have that end looking correct, add a Mesh Select modifier to the stack, go to Polygon sub-mode, and select the polygon at the other end of the runway.
18. Then repeat steps 15 and 16 to texture that end, using the right hand portion of our texture. It will need to be rotated 180 degrees, of course, which can be done using either method.
19. Add another Mesh Select modifier to the stack and select the middle polygon. Add a UVW Map to the stack. Press the View Align, Fit, and Bitmap Fit buttons.
20. Use the gizmo or add a UVW Unwrap modifier to the stack and adjust the mapping until a rectangle at the top of this polygon is properly mapped to the middle section of the texture, and the rest of the polygon below this is mapped by the tiling action of GMAX when doing this kind of texturing. If you have created the texture properly, this will create continuous markings down the length of the runway.
If you need other markings on the runway (touchdown marks, etc.), either make the end runway polygons longer to include these markings (and make the texture taller to include them), or create more sections of both the runway and the texture and use those to place those markings in the proper location. Fill in with the "middle" texture section in those sections without special markings.
Hope this helps,