OK.
So if you export and open the current texture, let’s assume you want to keep that for two sides perhaps.
Now double the size of the canvas (if it was 512x512 make it 1024x1024), and you can see that the original texture will take the topleft quarter of the canvas (move it if you need to). That will now leave room for 3 more textures of the same size as the original.
Oh - by the way - make your textures resolution 72 pixels per inch), e.g.1024x1024x72
So create your 3 new textures, being sure that each one is the same size as the original, and fit them into each quadrant of the canvas.
When you are happy, export the new texture as .dds, import it into a copy of the original .mat file with UTF Edit, and if the node was MIP0 rename it as MIPS. Save the new .mat file.
Remember to copy the new .mat file into the model folder. Re-open the model in MilkShape and see how the new texture looks.
Use MilkShape’s Texture Coordinate Editor to move each face of the container to align it on the correct texture.
For best results it’s better to separate each face of the container into a single separate MilkShape group if it’s not already, I’ve not looked. To do that, copy the whole group first, then select the copy, rename it, and delete the bits you don’t want. Select the whole group again, copy it again, rename it to suit, and delete the bits you kept in the new group, so you don’t have duplicates. Keep the whole group until you have done this for all faces, then delete the groups you don’t want.
It’s not too hard.
When you move on to curved shapes you will need to use one of the more advanced UVMappers.
Let us know how you get on.