And I'd rather not HAVE to edit them, but when unedited I only get black.
Texture coordinates are normalized. It actually doesn't matter if you are using a 4*4 or a 4096*4096 texture, the coordinates will be the same for each. That doesn't fully apply to the software renderer, because it doesn't work with normalized coordinates internally. Instead, it creates an additional data set with coordinates that match the texture size. It does that at load time (with the assumption that the texture will be 256*256 because it doesn't know any better), at build()-time (with the dimensions of the texture currently assigned) and if you call recreateTextureCoords() (also with the texture currently assigned).
You might want to use a PolygonManager to print out the actual texture coordinates (the normalized ones...) to see how they look. Also make sure that clamping has been disabled
(Texture.setClamping(true)) Edit: (Texture.setClamping(false)).
If nothing else helps: Have you tried to render it with the hardware renderer instead? The software renderer has a limitation regarding repeating textures, which might apply to models with texture coordinates far outside of the [0..1] interval.