after working hard for several weeks, I have just finished an exquisitely matched set of 64k Earth texture tiles, including the BMNG base, the 64k spec texture as /alpha/ channel of the DXT3 encoded base texture, a really noiseless 64k normal-map and a completely redone, matching nightlights texture with latest data from 2003. By combining the base RGB texture and the spec (gray) texture into one RGBA file, the memory needed for the spec texture comes "for free"...
I have generated all textures directly from the 16bit/3*8bit 84k raw data. Note that the base texture is unshaded=flat. The normal map is identical to the one that was used for static shading of BMNG by Reto Stoeckli/NASA (with whom I communicated a lot). It produces amazing shading effects as function of the sun's position due to it's exceptional detail , low noise and the flat base texture. The normal map is properly normalized (r*r+g*g+b*b=1) and in form of 1k PNG tiles since DXT1,3... format was way too bad.
All are 1k tiles with optimized reduced resolution for polar latitudes! This saves disk space and strongly reduces the harddisk search noise/delay without affecting quality in any way. I bought a special, fast 250GB SATAII harddisk acting as a huge pixel cache for those immense image manipulation jobs...

++++++++++++++++++++++++++++++
Here are a few 1600x1200 shots for you to click

http://www.celestiaproject.net/~t00fri/images/2.jpg
http://www.celestiaproject.net/~t00fri/images/4.jpg
http://www.celestiaproject.net/~t00fri/images/5.jpg
look at those sand dunes...
http://www.celestiaproject.net/~t00fri/images/3.jpg
and a small part of the new nightlights file with tremendous detail (Egypt)
http://www.celestiaproject.net/~t00fri/images/kairo-night.jpg
Of course these textures will NOT be for download at the Motherlode. I am currently evaluating various possibilities to make them available elsewhere...
Bye Fridger