Mostly it's a good thing to use it, as it's lossless and saves storage space. But some programs don't like it, and refuse to load an RLE TGA. Test it in the software you use. However it's also easy to uncompress them later if you have any troubles.
Okay, thanks Eric. I should've mentioned, they will be for use in UDK, which I assume will accept them compressed. Just trying to figure out best practices
Although you should try using PSDs as your source format (if using Photoshop) because it saves all the layers. TGA does not, it's only a flattened single image.
The downside of PSD is if you create several textures inside one PSD... diffuse, specular, etc. This is fairly common, and a nice way to work. Problem is, most game engines are not able to extract specific Layer Groups, they can only see the PSD as a whole.
Wow Eric fast response! I've been using qsave but comparing that to quick save maps in the link you shared it pales in comparison! Thank you for answering it will surely come in handy
Replies
Although you should try using PSDs as your source format (if using Photoshop) because it saves all the layers. TGA does not, it's only a flattened single image.
The downside of PSD is if you create several textures inside one PSD... diffuse, specular, etc. This is fairly common, and a nice way to work. Problem is, most game engines are not able to extract specific Layer Groups, they can only see the PSD as a whole.
Fortunately we have lots of tools to solve this...
http://wiki.polycount.com/wiki/PhotoshopTools#Export_Tools