First of all you should change the Color Space of the Height texture to "Non-Color" since you only have to use it to give height information for the material; basically black means "no height here", while white means "yes we have height here" and all the grey values in between mean "we have some degree of height here".
I don't think you need the mask map since it's not used on models but for mixing other materials usually.
The mix shader is useless in this case because you only have one shader (Diffuse).
Be sure to play with the Strentgh value of your bump node, 1 is usually too much so I'm pretty sure you wanna lower it.
If you have some other texture like specular and roughness you should substitute the diffuse node with a Principled BSDF so that you can connect them in the proper channel, they have to be set to "Non-Color" too by the way since, like the height map, they don't give color information.
In the end you should have something like the image below, notice the Specular and Roughness channel on the Principled node.
I hope my answer helps you, if you have have questions feel free to ask.