its not that hard to normal map, here, i'll explain it:
first of all, you must "tell" FPSC that your texture setting for the model is the diffuse map instead of just any old filename or nothing for multiple textures, to do this, you simply add the "_D" to the end of the textures filename:
texturename_D.dds
that is the basic diffuse map which shaders can be applied to, in a similar situation, without shaders, you would want a diffuse map with shaders baked into the texture (no effects):
texturename_D2.dds
^^
that is what you put in the 'textured' field in the .fpe file of your entity
doing this, along with setting 'effect' to the following:
effectbank/bumpent/bumpent.fx
(applies assigned normal map to model)
so you have the effect and the texture set to "something_D.dds or _D2.dds" now FPSC "knows" that there are a series of maps,
so the next thing you need to do is create a normal map, this can be done via generation from the texture using a plugin in Photoshop, from a high detailed model in programs such as 3ds max or xnormal (i think thats it)
so youve generated a normal map, you have to save the filename of this maps as the exact same as the diffuse map, but instead have "_N" on the end, for instance:
if you had a diffuse map called:
mytexture_D2.dds
it would need to be:
mytexture_N.dds
easy huh? again if you have a specular map, you should know what to do...
thats right... mytexture_S.dds
see, easy as pie

3.14159265358 ....thats all i know
-Jon

alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm