Well Scotty the method I used to create those HiRes was thanks to a bug in entity...
Seeing as increasing dimensions would also increase raw...
Code: Select all
Map Layout.
Index(Order)	Element Name		Type
------------	------------		------
0		Map Header		Table
1		Sound			Raw
2		Model1 & 2		Raw
------------------------------------------------
3		BSP			Raw1   |
4		BSP			Raw2   |
5		Lightmap		Raw    |-If More than one BSP, this repeats.
6		BSP			Raw4   |
7		BSP			Raw3   |
------------------------------------------------
8		Decorator		Raw
9		Weather			Raw
10		Particle Model		Raw
11		Collision		Raw
12		Animation		Raw
------------------------------------------------
13		BSP			Meta   |-If More than one BSP, this repeats.
14		Lightmap		Meta   |
------------------------------------------------
15		StringID128		Table
16		StringIDIndex		Table
17		StringIDTable		Table
18		FileTable		Table
19		FileIndex		Table
20		UnicodeIndex & Table	Tables
21		Ugh!(Crazy)		Raw
22		Bitmap			Raw
23		IndexHeader		Table
24		Metas			Meta
25		Padding			Padding
You see Bitmap Raw as the 4th last Item.
We would need to shift some bitmap raw thats after it, shift every single meta(BSP and LTMP is seperate obviously, but still need to be shifted in the IndexHeader because it points to the scnr), Shift every single reflexive in every meta.
And then repad it.
Doing something like that, the only logical fast way to shift that many Metas that fast is to use hardcoded plugins or plugins.
Meaning I need a .ENT system.
So I would rather leave it to my app I'm making. Just finished chunkcloning on it. Proper too...
What I did basically was go to the Dimension values offset in hex. Edit it, then save. I would open the map in entity, click any bitmap just so the "Inject Bitmap" toolstripItem would appear, then I would click the bitmap I  editted. It would error of course, But I would ignore the error and Inject.
Seeing as raw size is increased, this would corrupt the map. So before I close the map and all the values are still in memory, I extracted the bitmaps from the map.
Then Injected in mine. Duplicated a couple of times, then renamed with Insolence, and Used a tool I made to fix Insolence's renamed strings.
Moral of the story, wait until my map editor comes out. :X
Sorry lolz.
Unless of course anyone else wants to do it for Entity, which I have no interest in(Not Entity, but Adding it into Entity).
Oh and thanks for the info on the skinning competition.