If you want to make a hardware light "remove" lightmapping wherever it is shining, ie, make shadows go away, then you have to set up your lightmap object/surface the following way.
Lightmap texture - add blend
Lightmap Surface/Object - Whatever blending mode you're using for it. If it's blended on top of textures then that would be multiply or multiply x2.
Lightmap object/surface must be white, with texture on top.
Must have fog turned off.
Must have ambient turned off, unless you want ambient light to make it so no area can be fully black.
Must NOT be fullbright.
Probably want to set specular to 0, but do not have to.
And that's it. Now all areas lit by lightmaps will be lit. But those areas which have dark lightmaps on them will be affected by the Blitz lights and brightened up accordingly.
The only caveat is that if your surfaces don't have enough polygons hardware lights won't light them very well. If you have a big flat wall, then you'll want it to be divided into a grid to make the hardware lights look better. Same for the floor.
Lightmap texture - add blend
Lightmap Surface/Object - Whatever blending mode you're using for it. If it's blended on top of textures then that would be multiply or multiply x2.
Lightmap object/surface must be white, with texture on top.
Must have fog turned off.
Must have ambient turned off, unless you want ambient light to make it so no area can be fully black.
Must NOT be fullbright.
Probably want to set specular to 0, but do not have to.
And that's it. Now all areas lit by lightmaps will be lit. But those areas which have dark lightmaps on them will be affected by the Blitz lights and brightened up accordingly.
The only caveat is that if your surfaces don't have enough polygons hardware lights won't light them very well. If you have a big flat wall, then you'll want it to be divided into a grid to make the hardware lights look better. Same for the floor.