Having light maps together with normal maps is actually not a dumb idea:
http://www.decew.net/OSS/References/sem_ss06_07-Independant%20Explanation.pdf

As you can see in this document, the Source engine (just like UDK) uses lightmapping information to affect the lighting situation together with normal maps. This makes a lot of sense. This way all the static lights can contribute to the normal mapped lighting. And there are no additional dynamic lights needed to influence normal maps / specularity. It even renders very fast.


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