Im sorta new to the bump mapping myself. I will tell you what i understand of it so far. I dont think you can do selective like your asking.
The bump maps are a different texture altogether. they are much like illumination maps. in 3ds max the material used for say the top saucer has different slots for diffuse, specular, illumination, bump, alpha, etc... the diffuse is the color texture. what you would see normally in game. self illumination is pretty much self explanitory. The bump map is a greyscale texture. medium grey for the main color, with darker grey's for recessed areas and lighter greys for raised areas. How deep or high depends on the darkness or lightness of the area u want bumped. Specular maps are similar to bumps except that lighter areas reflect more light while darker areas have little shine. In some of the newer games like HW2 they use layered dds, or tga files with the Iluumination, bump, and specular maps as alpha layers. i dont quite grasp how thats done yet.
SFC 1,2,OP doesnt support bump, and specular mapping. SFC3 also supports neither, but has sort of a fake specular effect. Bridge Commander does support specular mapping to a point. What i am going to do is render each part of the ship with the bump and specular maps to texture the SFC/BC version of the ship to simulate the effects you see on the screens, and hope it works
It is my intention that when this ship is finished I will release the master .3ds file broken down into its 70+ groups. Along with all the master textures (including the bump and specular maps) In PSD format with all layers intact, all of the hull fonts, and templates to place the fonts, The blueprint reference i used to make her. I view this ship as a grand plastic kit only digitized
and i want to share this so that the up and comming modellers will have a guide to study for making thier own projects.