I am convinced that you did something wrong.
My normalmap tools and a tutorial are on our CelestialMatters site. Just click on CelestialMatters at the bottom. Many discussions you also find in this forum, but you seem to be pretty new here...
http://www.celestiaproject.net/forum/viewtopic ... 46&start=0
You also seem to have little idea about the use of the appropriate compressed formats. DXT1c is absolutely unsuitable for normalmaps yet OK for the base texture. The base texture (the one carrying the RGB color information) should be "flat" not (statically) shaded, since it will be shaded dynamically by the normalmap.
Go and get Celestia 1.5.0pre2 or compile it from CVS if you have Linux. There is sooo much new that it's not sensible to do all the stuff now for the old 1.4.1 version. You'll find plenty of discussion in the forum about the new normal map stuff. Just look in the Developer Talk, Celestia Development and Celestia Textures boards.
For normalmaps there is now a SPECIAL compressed, yet
high quality DXT format, the socalled DXT5NM, with file endings assigned to .dxt5nm. And so on...it's a lot to learn for newcomers. Perhaps it's better to learn first what's new before you do you own custom textures.
Except if you have a really low-end machine, I'd recommend 1024x1024 basic tilesize. The smaller the tiles, the more your drive has to work! Tile optimizations should be done automatically with any good VT generating program. My well-known VT script, 'virtualtex', does not have it yet, but I meanwhile wrote a new script to do the optimal reductions in resolution. This will be published in CelestialMatters as soon as I find a little time. Soon this will all be part of new compiled tools in C++ for the base texture and other RGB maps. The forthcoming tools will be much faster, of course, than the previous shell scripts.
The nmtools exist as binaries for any operating system and of course the sources are also part of the package.
For normalmaps, the nmtools are the first to produce geometrically correct normalmaps, implement ALL OPTIMIZATIONS including the optimal decrease of resolution towards the poles and the reduction of monochomatic tiles to only 4x4 pixel size. The latter two optimizations save lots of hard disk storage without compromizing in quality! Also, the nmtools are VERY fast and meant to really make BIG, highest quality, normalmaps on normal home computers, without requirement of excessive memory and disk space.
ALL previous normalmap code used the gradient calculation algorithms for FLAT surfaces, while in Celestia we need SPHERICAL geometry. That implies BAD errors towards the poles if you do NOT use the nmtools!
Since I have little spare time (that should rather go into Celestia development), you'll have to find the rest out yourself.
Good luck,
Bye Fridger