Finally figured out how to lightmap BF2 maps in 3DSMax. So I used the lightsources from my night conversion of Riverside Rush in the BF1942 version of the mod in the BF2 version. Main difference is that it looks better. BF2 allows for more control over the color of the lightmaps.
In particular, the light sources are on a separate color channel while sky and sun light sources are separate. This allows me to control the color of the light sources without altering the color of other things like the ambient color and such. Overall result is better looking.
Only downside is that it takes 3 or more times longer then what it took to render the lightmaps for BF1942. Because BF2's retarded lod system requires separate lightmaps for every lod of a static. Not only does this take up more memory, it slows the rendering process down since each lod has to be lightmapped separately thus increasing the rendering time. Most statics in BFH have at least 3 or more lods to them.
BF1942 however tends to use the same lightmap on all lods in a mesh. Except when the object uses a special lod system that doesn't exist in BF2 anymore. When it uses a special lod object with a lod selector, it can replace an entire mesh with a different mesh when a certain distance is reached. Most commonly used in vehicles to present a lower detailed mesh at a distance. BF1942's mesh files are very different then BF2. They store the collision mesh in the same file as the visible mesh and all child objects on a PCO or bundle must have their own mesh file. They are not all stored in single mesh files like in BF2.
BF42 meshes can have multiple lod meshes in the same mesh file like BF2, however they all usually share the same lightmap channel uvmap. Thus requiring only one lightmap per static. You would think EA would have been smart enough to code BF2 to just use the main lod's lightmap on all the other lods for a static, but they just had to make it harder on us 3DS Max folks. :P