You don't need to mess around reading pixels from the lightmap.
Just keep track of where all your lights are. If they are visible to the player, and in range, use them to light the player model, either with vertex colors, or by settings up DX lights and rendering the model in a separate pass.
Just keep track of where all your lights are. If they are visible to the player, and in range, use them to light the player model, either with vertex colors, or by settings up DX lights and rendering the model in a separate pass.