By looking at the examples you've given, i guess you are talking about software rendering here, don't you? If so, it is possible to a degree...
You can "abuse" bump mapping for it like so:
TextureManager texMan=TextureManager.getInstance();
Texture grey=new Texture("grey.jpg");
Texture brick=new Texture("brick.jpg");
Texture env=new Texture("envmap.jpg");
texMan.addTexture("grey", grey);
texMan.addTexture("brick", brick);
texMan.addTexture("env", env);
level.setAllTextures("brick","env","grey");
level.setBlending(Object3D.BLENDING_ENABLED);
level.setEnvmapMode(Object3D.ENVMAP_CAMERASPACE);
This blends the bump mapped environment map with the base map. If the bump map is a unicolored texture of RGB 127/127/127, you should get a plain blending without any bumps. Of course, you can add bumps in addition if you want to. The blending is additive. If you were talking about OpenGL accelerated rendering, this option doesn't exist ATM.