1. Sure. It might be better to have some textures for a specific map design rather than putting together textures for the sake of having more textures (kind of pointless if they're never used).
2. There are 3 ways to scale textures.
- 1. Scale them in the map editor. This also affects the lightmap resolution and polygon breakup of the .bsp, though.
- 2. Create an rscript specifying the scale.
- 3. Use the hr4 directory for 4x resolution increase. It's not really feasable to have a dynamic value for this system because it would mean checking each possible directory for each possible file extension for every texture: "Does whatever.tga exist in hr5? no. hr4? no. hr3? no. hr2? no. main textiure directory? no. What about whatever.jpg? Does it exist in hr5? ...." and so on for every single texture in the map.