Normal maps are easy to apply.. You need 3 separate textures, two of them are the same image, only with a different name. Lets take the concrete texture example from above:
I first opened up the original texture, which I named concrete_d2.tga. I believe the 'd2' postfix is used by FPSC to display the texture from within the segment maker browser. (I noticed if you do not have the the d2 at the end, the browser wont recognize it's even there).
Next, I again save the texture unedited, only with no '_d2' on the end, just plain ol' concrete.tga. Same texture, different name.
Now the normal map has to be generated, there are a few apps out there that are capable of doing this. I've tried both the nvidia filters in photoshop, as well as the normal map generator in another program called texture maker.
Now that you have your normal map, save it as concrete_n.tga. The 'n' indicates to the engine that it is a normal map, and will know how to use it.
Next, fire up your segment creator program, (I still use the buggy one that is from TGC. Add in your mesh as usual, and click on change texture. You will see your first texture, 'concrete_d2.tga'. Select that one.
Now its just a matter of applying the .fx shaders to the textures. Click on change effect, and select bumpent.fx. I've seen people saying to use the 'bump.fx' as well, only when I try to use that shader, it never works right inside the game. So bumpent.fx does the trick for me.
Don't forget to do the 'calculate visibility' and save your new segment.
Keep in mind this is probably not the only way to apply normal mapping on textures, it's just what I do, and it works for me.
Good luck!
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