1). You can convert your bmap to a normalmap with a converter. For instance,
ATI Normalmap gen , or a plugin from NVIDIA for Photoshop. Then just either load it as is in a mtlSkin or as an entSkin

If you don't want to use a third-party utility to convert to the normalmap, you can just load your greyscale bmap as a mtlSkin and pass it through this command in your script:
bmap_to_normals(mtl.skin1,2);

2). As Alexander said, it depends on the effect you are trying to achive as to what one you want to use.

Here is an effect file that does simply a little specular type thing with a lightmap. Nothing fancy but it does something.

Code:
 ///////////////////////////////////////////////////////////////////////////
// Steempipes cheesy attempt at a very basic specular lightmap
//
//


material mtl_simpleshine
{


effect = "

texture entSkin1; // The Specular Light Map in a greyscale 24bpp format
texture entSkin2; // The Base Skin Color Map in RGB 24bpp format

technique simpleshine
{

pass p0
{


magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


Texture[0]=<entSkin2>;

ColorArg1[0]= Texture;
ColorArg2[0]= Diffuse;
ColorOp[0] = Modulate;

TextureTransformFlags[0] =count3;
TexCoordIndex[0]= CameraSpaceReflectionVector|0;



Texture[1]=<entSkin1>;


Colorarg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[1] = Add;

TextureTransformFlags[1] =count2;
TexCoordIndex[1]=1;



} //End of pass

} // End of Technique

"; // End of Effect

} // End of Material


/////////////////////////////////////////
// Action to Assign Our Entity
//
//
Action Simple_Shine
{

//my.unlit=on;
my.metal=on;
my.material=mtl_simpleshine;

}


///////////////////////////////////////////////////////////////////////////////
// End
//
//



The base skin:


The Specular Light Map:

Here is just the skin:


Here is with some speclight:



Because of the "CameraSpaceReflectionVector" the speclights will move with the view.