Well,
the normal map describes the angle of a single object's face within space. I assume that it is possible to use this information somehow inside TG2 using functions. But I doubt that you can use it for displacements.
For displacement functions and images you have a fixed angle (along normal, vertical, etc.) this is not changed by a normal map. TG2 will translate the normal map's colour information to a grey-image and uses its intensity (brightness) for displacing the object along the normal, and so on.
The normal map's information could be used for fake lighting and shadowing:
You have your camera's position (Get camera position) and the sun's position (Get ray origin). You have the current position on the imported object (Get position ...) and the normal of this position (Get normal ...).
You could read in the colour information of this point by using Get diffuse colour). Which is provided by the normal map and calculate some fancy illusions. Do I have your attention? Then the next sentence might be useful:
What you will be missing at this point is the original texture, but. Import a normal map or import the objects UV-map. I would choose the latter.
Bin the normal map. ,-)

Sometimes it is fun to use the texture map as a displacement image ... or to multiply, subtract, and so on with an original bump map ... And of course you can use a high-density Bump map for a low poly object ... for some degree.
Be aware that you might see the faces' edges of the object sooner or later, when downgrading your OBJ.
Have fun and best wishes,
Volker