I changed a detail,i replaced the dynamic light with a flame because you can turn bsp shadow maps off.
The light might go through walls sometimes depending the world geometry,if you attach the light to a pawn with only bones and no mesh ,it could also do collision detection.Stencil shadows would nt look so fixed this way though.
I dont know for sure if the lightmaps were there or not and i could nt see it while using a dynamic light because i used light color of around 2, just to light the actors normal mapping.
maybe i could test it later by putting many small bsp brushes with very small lightmap scale in a place to check for significant frame rate change.
The flame colors and blob shadows will be removed.
If you want to know what i did it was an easy way-no pawn scripting-which would be easy too for many.
I used is an attribute named torch ,128 texels tall,made of two bones.
I attached this attribute to the player root bone bby using entityname Player.
The i attached the light to the Torch at BONE02
Last,i placed an invisible face flagged trigger plaque model to the ground at the same place with playerstart and named it Start_Trigger.
I used this Start_Trigger name to the flame as triger to use.