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The current lightmapping in Game Guru is very poor, worse than it was back when it was DirectX9. For reasons that cannot be adequately explained by modern science, Surface Sun Factor effects more than just the sun, it effects static lightmaps too. This means that if you 'turn up' the strength of the sun, your static lightmaps become less visible as they are hidden in shadow. Turning down the strength of the sun doesn't turn down the intensity enough, and also you lose shadows in your interiors. Likewise, playing with the Surface RGB values also effects all your lights. You'd normally want to play with those to change the colour of the sun to mimic moonlight, but doing so effects the colour of all lights in the scene.
This is without other issues like noticeable banding in lightmaps, and just the general low quality and blockiness of them, which doesn't seem to be improved regardless of what values you type in the setup.ini.
There is a way you can turn off the sun completely from your lightmapping; in the setup.ini go down and change lightmappingdeactivatedirectionallight to 1; that will help a bit. I would also advise using both a static light and a dynamic light with a smaller range in the same spot for each light source; the dynamic light will pick out the static lightmap better and make it more visible. But be careful as dynamic lights don't cast shadows you can see their illumination through nearby walls.
You should get more than 3 dynamic lights though, there was an update a while back to allow like 38 at once. But they don't have shadows so they are similarly sub-par.
If you play around with the settings enough, you can get this...which is...OK.
I really do hope they address Game Guru lighting next year. I played lots of old FPSC games recently, and I was struck by how these game (most of which are getting on for 10 years old now) have vastly superior lighting.
AE