For the diffuse/LMA_ floor01s.TXI, you can leave out both envmaptexture and wateralpha [unless you needed that, but I don't see why], and use only these two --
bumpyshinytexture CM_asith
bumpmaptexture LMA_floor01sB
as well as the normal-map/LMA_ floor01sB.TXI, just leave it like this --
isbumpmap 1
bumpmapscaling 2
See if that changes anything. Though more importantly is how you setup the normal-map. You'd be better export it as 24/32bpp uncompressed-TPC format using tga2tpc, that's the only way the game would read it - far as I can recall.
Edit: I haven't really practiced using the uncompressed version, so I'm not quite sure about it working or not. That information I got from the tool's page. In the past I was using mostly 24bpp/DXT1 -- it works, but the result could have been better when using the uncompressed one I'd gather.