I found a post and figured out what I was trying to accomplish. Load an image/photo that is to big for the current size screen I'm working with and scale it down to not get an error. Instead of using the ImageLoader. Just add the texture directly to the stage, but resize it first.
var URLReq:URLRequest = new URLRequest("Image URL");
var imageLoader:Loader = new Loader();
imageLoader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, loadBit);
imageLoader.load(URLReq);
var myBitmap:Bitmap = new Bitmap();
function loadBit(event:flash.events.Event):void
{
myBitmap = Bitmap(imageLoader.content);
var texture:Texture = Texture.fromBitmap(myBitmap);
var image:Image = new Image(texture);
image.width = image.height = 300;
addChild(image);}