I made the maxtotalmeshlights=38 , as the max number of lights per mesh, mainly so your able to set it lower for more speed
but 38 is the highest value you can use.
"Second question; why 38?"
Good question , original i set all the shader arrays to 40 and had it at 40, but then i remembered that we need to reserve 2 lights for Gun Flash and one for a rocket light, so i decreased it to 38 and reserved 2 for this, thats why its a strange number.
The hole system is pretty flexible so if anyone wants to increase this number, its a matter of changing the shader array from 40 to any number, and lifting the limit of 38 setting validation in the code. The shader array size and in code limit just need to match, everything else will work with any number you set it to.
You could also use the Illumination map as a lightmap , give it a try
, where you want light you increase the RGB value , if you want shadow you can use the AO map. not sure how this would look but i seen illumination used as lightmaps before, so it should work
You can always add a few dynamic lights on top of the illumination map if you like flashing ...