It might be interesting for you to know that Kotor's graphic engine requires all textures to be generated using the same faces used by the geometry of the object.
Normally when the objects get generated in 3DSMax whatever textures apply to them (e.g. lightmaps) will use their own faces. However the structure of the .mdx files requires the information about those textures to be relayed using a list based on the number of vertices and faces used by the model geometry. This means if the faces of one or more of the textures are a different number, a conversion process is required to "remap" the texture faces to the original geometry faces. That's what gave me big headaches while including them in KAurora.
How that would make your bumpmap invalid instead of simply mangled, however, I've no clue...