Ok
The first thing to remember here is that FPSC X9 is only really going to produce worthwhile results for normal mapping when dealing with particular entities.
Unless TGC update the existing FPSC shader files (.fx) or you know some HLSL yourself then your just not going to get the desired results as far as scenery is concerned. Whilst shaders can be used on segments and entities, there are rendering issues as soon as a light source other than the ambient light is introduced to the scene.
The bad news is that the existing FPSC shader lighting model for normap mapping isn't that great but the good news is it's a question of making a better compliant shader file not an engine problem.
Your probably better waiting for X10 before doing too much with shaders as I've read from the latest newsletter
Quote: "Another cool upgrade was the complete promotion of all sci-fi media to X10 using their full complement of textures. This means they will all have bump mapping as standard and, where provided, specular and illumination details. We discovered a good DX10 card can handle full scene bump mapping very well, and does not cause a significant performance drop. We are currently working on improving the sci-fi media as well, to ensure we get the best visuals from existing art. The cool trick here is that you can load in your old levels which use sci-fi segments, and get a visual boost simply by building it in X10. We have also added some new segments, which are even better!"
I made a bunch of threads about normal mapping
http://forum.thegamecreators.com/?m=forum_view&t=104897&b=21
http://forum.thegamecreators.com/?m=forum_view&t=111953&b=24
Also watch video 4 from the FPSC segment editor video tutorials in which Lee shows you how to apply shaders to a segment which is exactly the same process I used in my first link above. Look at my screenshots to see the results and you'll see the effects.
Some people claim that V1.00 fully supported shaders but losing the new lightmapper isn't an acceptable tradeoff for me to find out.
Of course some of the high end modellers around here just bake the additional texture maps they want into their textures but that really would require a tutorial.