kal I was thinking of another way...it's a rough idea but maybe somebody could figure it out.
Do a line pick if it's a torch or whatever (or a radius check if it's a sort of omni flash from a gun) and see what collisions occur. Get the polyogons UV's then locate the exact spot on the lightmap and draw a round white (or whatever colour) dot on to the lightmap realtime and then re-apply it to the game mesh....admittedly there are few problems in figuring out the exact throw from a light and the correct shape to be cast onto the lightmmap. This would give the effect of burning completely through shadows like a real light though.
Do a line pick if it's a torch or whatever (or a radius check if it's a sort of omni flash from a gun) and see what collisions occur. Get the polyogons UV's then locate the exact spot on the lightmap and draw a round white (or whatever colour) dot on to the lightmap realtime and then re-apply it to the game mesh....admittedly there are few problems in figuring out the exact throw from a light and the correct shape to be cast onto the lightmmap. This would give the effect of burning completely through shadows like a real light though.