I want to create my own static lightmapper, because I need a lightmap for each different light. I want to "fuse" them together in a final lightmap (shader). With this method It should be able to do something like they did in Thief1/2 in which you are able to switch static lightmaps on and off.
Why would you need a lightmap for each light? That does not sound useful to me. You can write your own shader where you simply deactivate the default static lightmap, or reload the material effect with effect_load (2 versions, one with, one without lightmap).
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual
In my opinion all shadow/light shader sollution in gs are resource hungry and don't really look so good. So I thought, how the hell did half-life/quake2 engine did this (or the Dark engine) without any shaders. Ok I could change the static lightmap during runtime, but the problem is, that everytime I want to switch a light on or off I had to recalculate the lightmap, because as the name sais it is static.
Ah, now I see what you are trying to achieve. Half Life or Quake definitely did not support dynamic shadow mapping, they probably faked it with sprites or the like. It's correct that you need to rebuild the map every time you create or change a light. If you show me a Thief video that shows the effect I or someone qualified might give you some detailed hints.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual