Ok, here it comes.
For the example I used a square based pillar/beam to show the principle on something
easy. So this pillar is 4 squares high and since it has 4 sides it is 4squares wide, too.
Deleted the bottom and separated the top square to be an object of it's own.
Then I took the pillar into UV-mode and cut it on one edge and unwrapped it.
That resulted in a square that fills the whole UV space ( 0-1 ).
The top, although not relevant for this example, got unwrapped, too.
Set up like that the pillar was exported to .obj format.
Opened the model in TG and started to load the images and assign them.
These are the images in use.
The node setup
The alpha mask is used to cut out the white from the dirt layer image, which btw
is representative for a handpainted dirt layer.
The tiling texture is applied via an image map shader to make use of the repeat x
and y features. And that is the crux in conjunction with scale.
Just divide the size of 1 by the amount of the desired tiling. Like 0.5 for 2 tiles,
0.25 for 4 and so on. See pictures, please.
Pretty easy and straightforward.
Of course you can connect the nodes in different ways, the above is just one example.
It's for the principle.
Hope it'll give you some idea(s).