Just a few things to note:
Loading a bmp, the format becomes D3DFMT_R5G6B5 ( 23 )
Loading a tga, the format becomes D3DFMT_X8R8G8B8 ( 22 )
Calling bmap_to_uv(), makes it D3DFMT_V8U8 ( 60 )
Calling bamp_to_normals(), makes it D3DFMT_A8R8G8B8 ( 21 )
// Outupt from my bmap info dll, using a tga
Name: n_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:22,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256
Name: uv_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:60,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256
Name: n_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:21,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256
// Outupt from my bmap info dll, using a bmp
Name: n_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:23,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256
Name: uv_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:60,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256
Name: n_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:21,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256