you mean ingame?
If so, you could try to upscale the texture (e.g. from 256x256 to 512x512) but you have to keep in mind some things.
- the texture size has to be a power of 2 (2,4,8,16,32,64,128,256,512...)
- you have to keep the initial texture geometry (e.g. when scaling up a 128x256 texture the next bigger is only 256x512)
- be aware that simpy scaling up the texture causes a quality loss in the texture itself, and I don't know if the texture improvement is noticable ingame or even makes it worse (so maybe you have to put your hands on the up scaled texture and make some fixes to correct the quality loss)
- Magos' Model Editor has problems loading textures which are bigger than 512x256, but they still work ingame
I thought this only applied to special texture files (eg terrain) as models wrapped them using 0.0-1.0 texture coordinate space. As such scaling a 128x256 to 256x256 should still look fine on the model with exception that you can have polarized high frequency information.you have to keep the initial texture geometry (e.g. when scaling up a 128x256 texture the next bigger is only 256x512)
Depends on scaling algorithm used. In best case there is no visual change in quality at all (quad filtering). In worst case you can introduce distortions and unrealistic high frequency noise (nearest pixel scaling). Artificial sharpness (more realistic high frequency information) can be added with some filters however this still cannot add true high frequency detail.be aware that simpy scaling up the texture causes a quality loss in the texture itself, and I don't know if the texture improvement is noticable ingame or even makes it worse (so maybe you have to put your hands on the up scaled texture and make some fixes to correct the quality loss)