besides, .pcx is nicer than .tga. less memory usage, but editable without need of conversion.
no, the only texture that will save you memory is the dds format you have chosen to shun because you assumed it couldn't be edited.
at least dds has a less destructive compression.
stop saying x is better than y, like you have some sort of justification when you have no idea.
here let me explain the subtle differences you could make in how you speak. in sted of:
".pcx is nicer than .tga. less memory usage, but editable without need of conversion."
you could pose it like this
"pcx seems better than dds because it looks like it's easier to edit. doesn't it use less memory too?"
to which someone would very infaticly tell you about the memory differences, and someone else would ask you what you meant about editability, to which you would tell them you didn't know how to to which they would direct you to a dds converter or plugin. do not presume to know, and for the love of god don't give out "advice" based on "random guesses".
now, TGA isn't a bad temporary format to use while in development, but when you get done with something EVERYTHING should be in dds. you should note, I am one of the people who made FSO, so this is how the engine expects things, tga ect are there for convenience, backwards compatibility, and those rare instances when compressed dds just doesn't do the job well enough.