Thanks to ardennes for bringing savetex up, it looks like a good and easy-to-use tool. It can compress all textures on af Route or Trainset, thus saving a lot of space in general. But it can (should) also be used as a design tool to keep the size down even before delivering the stuff, thus saving up/download time and server space as well.
I used the following files created with TGA2Tool standart compression: PU.ACE 273.422 bytes (no trans) and UNDERVOGN.ACE 125.553 bytes (transparent). Then I compressed PU with TGA2Tool using DXT, saved as PU1.ACE 175.063 bytes, 98 kb saved, with no noticeable difference.
Running savetex on these three files resultet in: PU.ACE and UNDERVOGN.ACE was unchanged, but PU1.ACE compressed further to 70.101 bytes a very significant saving, there is a small difference when looking at the image, but it is not visible in MSTS.
That UNDERVOGN is untouched may be on purpose. (as you mentioned) Savetex skip this file because of the 8 bit alpha channel.
But I do not understand why the 273 Kbyte PU.ACE is not beeing compressed by Savetex. (I got the ShapeViewer 1.4.155 and DirectX 9) Any Ideas
In any case, Decapod made another great program, as long as there is no transparency to worry about and the quality does not suffer, it is a good idea to compress as much as possible.
From 273 to 70 Kbytes on a single 512x512 texture is a lot
Its true that it takes time to unpack, but it also takes time to read large files.