The link I gave you tells you what channels of each texture do what. You need to make your textures according to these rules.
*skin [Masks]: "The optional M sets a texture for spec (red channel)/glow (green channel) maps as above. If E is non-zero, then the blue channel of the masks is interpreted as a chrome map. E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). The intensity, after scaled into this range, is then multiplied by the chrome map."
*bumpmap [Normals]: "S is the path to a diffuse skin texture which is used (if specified) instead of the skin supplied with the "md5skin" command only if the user's 3D card supports bumpmapping, otherwise the skin supplied with "md5skin" takes precedence and no bumpmapping is done. These two diffuse skins may be the same. However a diffuse skin intended for bumpmapping should generally have little to no directional shading baked into it, whereas flat diffuse skins (no bumpmapping) generally should, and this command allows you to provide a separate skin for the bumpmapping case. N is a normal map texture which is used to shade the supplied diffuse skin texture."
If you ask another question about a model command which is answered by the
model reference, I will close this thread. I suggest you look at the existing model configurations, and decompose the textures to see how each channel is used. We are unable to teach you how to be an artist, there are far more appropriate places to do so.