Hmm, maybe I'm still not getting what you want, but I have the impression that you and William are very, very steadfast in explaining at length a demand for a second UV set, which is however a basic feature that any engine has.

I assume that you don't want to manually paint the lightmap in MED, so you just want to write an external program for importing a lightmap and its UV coordinates into a model at run time. This can be easily done:

1. Create a model with one or several tiled skin textures.
2. Use ent_mesh to get a mesh pointer of that model.
3. Get the vertex buffer. The vertex format is described under "Shaders".
4. Import your UV coordinates to tu2/tv2, and the shadow map to a material skin.
5. Render the model with an FF effect that blends the shadow map over the tiled texture.

Hope this helps - otherwise, I'm afraid, you have to explain your problem in more detail.

Static, lightmapped meshes will be a feature of the new rendering kernel that's currently in development.