I guess it depends what you're wanting baked out, and what you're struggling with.
Feel free to give me a shout on Skype and I'll gladly assist, but the long and short of it is:
- Have a high poly mesh and low poly mesh (low poly one requires decent UV unwrap).
- Hide the low poly one in the surface editor.
- Add a surface baking camera, ensure you choose the low poly object and the UV map you wish to bake to.
- Go to the output tab and turn on Camera Tangent Space buffer to export the map.
There are other finer details which may help. Like, if you want to use the edge shader in LightWave and export it out as a normal map you need to plug those into the 'Surface' normal input, rather than the material. See my video here if you want to know what I mean:
Also, you can convert bump maps from any LightWave procedural, into a Normal map output and also use that in your Normal Map baking, which I do a fair bit.
Again, shout here if you want some assistance!