I know the GE renderer is not supposed to support dynamic shadows. But since it supports GLSL, why isn’t it possible to use some shaders for Shadow Mapping ? Is it a limitation of the GLSL support ? Or maybe it’s just possible but nobody did it ? (Why do I doubt it…)
As you can process three textures with the GLSL support it should work for lightmaps. You might have to use the same UV-set for textures and lightmaps or maybe read 2nd uv-set from differently uv-mapped copy of your model. Look at one of the normalmap examples which uses three textures as a starting point.