Here I post my very old post from MLB2K12 game modding (mvpmods.com)
Not sure if this is what exactly you need and it will not solve your all problems, but it could be a good start to learn.
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QUESTION
Hey ex--
I was wondering how you go about changing the pre-defined size for any of the slots where a dds image goes in an iff file.
For example, the location where you now have the CSN scoreboard's basic structure is 768 x 768 (you mentioned that you needed a wider image to make the thing easy enough to see). Just to share a frame of reference, when using the NBA/MLB Mod Tool this dds image I refer to fills slot 54:49 in the overlay_static_preload.iff file. Before you got started with this project, the dds image in that same spot needed to have dimensions of 512 x 512.
Clearly you were able to change things so that the iff file now wants an image of 768 x 768 there.
How did you do that? What steps would you take if you wanted to change the dimensions of a different slot in an iff file where a dds image goes?
Thanks.
ANSWER
(At first I want to correct that I needed larger image for better quality (less pixalated), but not for "easier to see" - these are different things)
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This is my personal discovery and I have no idea if someone used that method before.
First you have to find in any *.iff file (must be decompressed) where these sectors are.
Easiest way is to hex-search for 44 58 54 35, what in latin letters would be DXT5.
Those who tried modding some pics have to know that DDS images are compressed with DXT1 or DXT5 method usually, therefore you will meet these 44 58 54 35 in any *.iff which has textures inside.

LEt;s analyze texture from SN scoreboard.
If you know that when looking with NBA2Kmodtool scoreboard's main texture is in section 54, subsection 49, then it is the same when exploring the file with hex editor. We need to find 49th DXT from beggining of the file (it might be 48th or 50th actually, don't remember which one is correct, you'll find out it by testing).
So, in our case the main scoreboards Identity is 77 A5 95 86 - this is the beggining of sector.
Next we see compression method (green frames).
Here we have DXT5 - 44 58 54 35.
We can change those numbers to 44 58 54 31, what would mean DXT1.
Or even can change to BMP, it would be 15 00 00 00.
Data with blue frames is size. 2K Default sceboards has 512x512 here in that file, I changed texture;s size to 1024x1024 in SN Scoreboard.
You can change that data to any size according to the following values (but note that you have to maintain picture ratio, if it is 512x26, then I really advise to change keeping aspect ratio - 1024x52, 1568x78, etc.).
....
40 00 - 64 px
80 00 - 128 px
00 01 - 256 px
00 02 - 512 px
00 03 - 768 px
00 04 -1024 px
00 05 - 1280 px
00 06 - 1536 px
00 07 - 1792 px
00 08 - 2048 px
...
00 0C - 3072 px
...
00 10 - 4096 px
There some more data to control here, but if write it here, this post will look too complicated I afraid

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