Ok, I think I understand now. Either the JK devs clamped the texture size to 256x256 before doing the divide to get the texture coordinates to pass to D3D, or whoever wrote the hi res texture patch did.
Any non-square source texture will need to be tiled so it's square. Any texture smaller than 64 pixels to a side will need to be duplicated until the combined texture is square. It should be relatively easy to script something like that with gimp/script fu, but the resulting texture pack might be... girthy.
Any non-square source texture will need to be tiled so it's square. Any texture smaller than 64 pixels to a side will need to be duplicated until the combined texture is square. It should be relatively easy to script something like that with gimp/script fu, but the resulting texture pack might be... girthy.