A lot of modelling programs simply won't have default UV data - I know Rhino3D often has no UV data - but that's not the problem.
You have to UV map the model, which is a bit like flattening it out on paper so you can draw the texture on it - it's not an easy task and it takes quite a bit of practice, but once you know how everything works, it gets easier.
Load one of those models into Lithunwrap.
Drag a box round all those verts in the top left of the texture to hightlight them all.
Select Tools, then UV Mapping, then Box mapping. You should have a few different viewpoints of your object, probably 6. You can often edit simple UV maps like that really quickly when using seamless textures.
It's a good idea to decal UV map first, which would UV map your mesh front on - makes it easy to select parts for editing and mapping. Also, look into the different select modes, and the right click menu. You can quickly snap or collapse your vertices, scale, rotate etc etc. If you set it to select by face - you can find dodgy bits really easily by selecting everything, then deselecting the faces you can make out. This leaves the parts of the model that would'nt look right (they'd show ugly strips of colour rather than texture).
Lithunwrap is a good mapper, it's probably best to learn that rather than something nobodies heard of

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Van-B

It's c**p being the only coder in the village.