Scaling a GUI image

How does one scale GUI textures without using GUITexture object?

// GameHUD: Platformer Tutorial Master GUI script.
// This script handles the in-game HUD, showing the lives, etc.

var guiSkin: GUISkin;
var nativeVerticalResolution = 1200.0;

// main decoration textures:
var healthImage: Texture2D;
var healthImageOffset = Vector2(0, 0);

// Assign someTexture to the guiTexture
var healthBar: Texture2D;
var healthBarOffset = Vector2(0, 0);

// the lives count is displayed in the health image as a text counter
var livesCountOffset = Vector2(450, 160);

// Cache link to player's state management script for later use.
function Awake()
{
    playerInfo = FindObjectOfType(ThirdPersonStatus);

    if (!playerInfo)
        Debug.Log("No link to player's state manager.");
}

function OnGUI ()
{
    // Set up gui skin
    GUI.skin = guiSkin;

    // Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
    GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

    // Health & lives info.
    DrawImageBottomAligned( healthImageOffset, healthImage); // main image with a red bar to go under hp bar
    DrawImageBottomAligned( healthBarOffset, healthBar);// green hp bar

    // Displays lives left as a number. 
    DrawLabelBottomAligned( livesCountOffset, playerInfo.lives.ToString() );    
}

function DrawImageBottomAligned (pos : Vector2, image : Texture2D)
{
    GUI.Label(Rect (pos.x, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image);
}

function DrawLabelBottomAligned (pos : Vector2, text : String)
{
    GUI.Label(Rect (pos.x, nativeVerticalResolution - pos.y, 100, 100), text);
}

function DrawImageBottomRightAligned (pos : Vector2, image : Texture2D)
{
    var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
    GUI.Label(Rect (scaledResolutionWidth - pos.x - image.width, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image);
}

function DrawLabelBottomRightAligned (pos : Vector2, text : String)
{
    var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
    GUI.Label(Rect (scaledResolutionWidth - pos.x, nativeVerticalResolution - pos.y, 100, 100), text);
}`

I'm currently working on a GUI for a simple 3D adventure game. I am able to place the textures on the screen. I want to create a green GUI texture on top of a red one and scale it down as the player takes damage. I used the script for the Lerpz tutorial, but I gutted it a bit. That is what I currently have.

Now I want to put the green bar onto of the health image and scale it. This would work for a GUITexure, as decreasing the width shrinks it accordingly. The only problem is that it is behind the health image. I would prefer to add the green bar in the code and scale it that way, but I have been unable to find anything that helps me to scale the Texture2D variables that I have created. Any suggestions?

This is in JavaScript, by the way.

You don't scale the image. What you do is scale the rect to which it outputs (the first parameter of the GUI.Label call), so it does no longer output to the full size. if you want to "cut it off" you would just draw it to the full length and instead use GUI.BeginArea and GUI.EndArea around the GUI.Label call to facilitate the "cutoff"