searching in the BC SDK for make red alert blink i found this:
Bridge Models:
Bridge models were built and textured in Max 3.1, much the same way as the ship models were. They were then brought into Lightscape (an architectural rendering program), which has a radiosity renderer that Max lacks. We were able to apply more realistic lighting than in Max, which allowed getting good vertex coloring and (with some specialized tools) generate light maps to be applied across sections of the model (floor map, wall maps, roof map, etc.). Theoretically you could use this to "bake" shadows into the existing texture maps, but this tends to make for large maps where you would be better off tiling a small map with a shadow pass separate. When bringing models into Lightscape, the bridge models had to be completely "bulletproof". That means no double faces, un-welded vertices, etc. Lightscape always seemed to find these glitches and magnify them since it tesselates the mesh when it renders and would produce some unpleasant results. It was not the most streamlined process, but the final results looked good. Many small and somewhat throw away tools were designed for solving minor problems on each of the bridges that looking back don't make sense to release. These tools had to do with the fact that Lightscape doesn't preserve the hierarchy of the Max model, and so we had to make a tool that took the heirarchy of a non-Lightscaped model and graft it onto the Lightscaped model exported as a hierarcy-less .nif file. There are also special organization issues and naming issues needed to get the lightmaps to dim and brighten for red alert lighting, as well as other maps to glow and flash (red wall lights).
I have Lightscape and I'm trying to create the lightmaps from this program