you can often get away with Jpg if you work on the bitmaps in another format and save the Jpg's out at the end. There are also some pretty good jpg tools that allow you to use different compression in other regions.
If your making a online downloadable game, you want the filesize as small as possible (obviously).
Pax, I'd recommend working on your textures at 1024x1024 and try smaller sizes see which give the best mix of quality and size. You might be surprised.
When I worked on the PS2 and Xbox, all the xbox textures were 256x256 with a handfull of larger ones 512x512, 512x1024 etc in 32bit with alpha. When we converted to PS2 we had to scale those 256x256 textures to 64x64 and 128x128 sometimes smaller and reduced the bitrates as low as we could, It's surprising how small you can get your textures and still have them look good.
If your making a online downloadable game, you want the filesize as small as possible (obviously).
Pax, I'd recommend working on your textures at 1024x1024 and try smaller sizes see which give the best mix of quality and size. You might be surprised.
When I worked on the PS2 and Xbox, all the xbox textures were 256x256 with a handfull of larger ones 512x512, 512x1024 etc in 32bit with alpha. When we converted to PS2 we had to scale those 256x256 textures to 64x64 and 128x128 sometimes smaller and reduced the bitrates as low as we could, It's surprising how small you can get your textures and still have them look good.