Only One Texture Visible at a Time

So I have created a floor by tiling a set of boxes and assigning a NeoTexture created material to each of them. The only problem is that under direct lighting, only the closest box to the camera is visible and rendered with the correct texture, with all other boxes assuming a black/transparent texturing. Under ambient lighting, all boxes are visible with the correct texture, but ambient lighting is not ideal as ambient lighting looks bad. The NeoTexture material has the NormalMap and DiffuseMap properties set. Here is the code that creates one box:

Floor(Main main, Vector3f pos, float width, float length) {
game = main;

    Box box = new Box(width, height, length);
    //box.scaleTextureCoordinates(new Vector2f(length, width));
    Geometry g = new Geometry("Floor", box);
    g.setLocalTranslation(pos);
    
    NeoTextureMaterialKey key = new NeoTextureMaterialKey("Materials/concrete.tgr");

    Material material = game.getAssetManager().loadAsset(key);
    material.setBoolean("UseMaterialColors", true);
    material.setColor("Ambient", ColorRGBA.White);
    material.setColor("Diffuse", ColorRGBA.White);
    material.setColor("Specular", ColorRGBA.White);
    material.setFloat("Shininess", 50);
    g.setMaterial(material);

    //g.getMaterial().getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat);

    rigidBodyControl = new RigidBodyControl(0.0f);
    g.addControl(rigidBodyControl);

    game.getBulletAppState().getPhysicsSpace().add(rigidBodyControl);
    game.getRootNode().attachChild(g);
    //g.setShadowMode(ShadowMode.Receive);
}

Thanks for your help.