You can 'go ahead' and implement a bump mapped entity wall for special cases 'on there'.
Unfortunately its not possible to implement bump mapped segments in FPSC X9 with the stock shaders as they are. If you try you'll find:
- textures disappearing or turning black once a light source has been introduced
- Rendering issues when a bump map is applied to both floors and walls within a segment. Only renders correcly when used on one or the other
Even when using bump mapped entity walls in special cases, adding lights will only light the wall in the same way dynamic objects are lit i.e. not at a per pixel level, only global.
Basically you either need to wait for someone to release an updated bump shader that actually does a good job on segment surfaces and allows for light sources or purchase FPSC X10 which handles bump mapped segments properly out of the box.
You can look at my thread which will show you screenshots of all the different issues you'll come up against.
http://forum.thegamecreators.com/?m=forum_view&t=104897&b=21
You can create a bump mapped effect by creating a bump mapped texture in a paint program and applying it to your segment with whatever lighting and settings were applied before exporting but it will only be an imitation, not the real thing.
It was kind of disappointing to discover this myself as I followed the video tutorial from the FPSC segment creator download files perfectly as per my link and it just doesn't work properly.
It hasn't even been mentioned as something for the FPSC v2 migration or any future releases. I guess thats because they sorted it out for FPSC X10 but its kind of disappointing for X9 users.
I'm sure a gifted shader programmer could sort this out but whether they would release it to the community is another matter.