actually another trick is to run your normal map through an rgb>luminance node and apply the output of that as a bump map which would work with convert to file texture. . .or you could just use the out alpha of the normal map's file node as a bump map too, not sure if the results would be that much different.
Try looking for the shading network versions of normal mapping, you should be able to bake those out. The main problem is that the normal maps are in tangent space, you need need the shader to convert that to either world space or camera space at render time (for Maya or mental ray). There's also a node someone wrote that…
Thanks for all the tips. Scanning_factor...can you be more specific about the settings I need to use mental ray for baking? I got something out of it, but it has very harsh, angular shadows and has none of the lights' colours. On the side in shadow it seems to be using vertex normals, causing a very hard edged look.…