Hi,
The first screenshot is probably the best example from the worst combination of normal and S3TC textures. In this case the background(high res) differs from the texture having an animated bloodstain(low res) on it.
This is not something that can be solved easelly and certainly not by my hand. I already made the S3TC version for that texture, but it cannot be implemented in Unreal because Unreal cannot handle procedural S3TC textures. The only way to solve this is, is having it fixed in 227. And i still need to adress the issue to Smirftsch as it causes problems on all procedural textures.
The second screenshot where theres a noticable split between the blood and and the surrounding textures is the fault of the original mapper(Cliff Bleszinski). He simply misaligned the bloodstain texture by making it go offset from the middle. So its really a mappersfault and is also visible if you use the low res textures. The S3TC textures make it more visible because you dont see the blurred textures anymore that "hide" the misalignent.
I cannot fix that, because if i would repair it, than the texture would get misaligned on maps where its not misaligned. The only way to fix this is to re-release the map under a different name. Its similar to the problem where the holo screens are mirrored. This too was done by the mappers, but of course there is no blame there because backtan no-one could anticipate that the screens would be readable 10 years in the future.
So the second is unsolvabele and already present with normal textures. The first might be solvable with an updated engine through the 227 patch.
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