To make houses nicely lit like on PeB, Phl, Anctoville etc:
Place like you did, a dynamic lightsource (which casts light on objects in editor) place the lightsource ~20-30centimeters, (that's ~10 inch you americanO) below the lamp that is supposed to cast the light. Then take the lamp, and shove it down underground. This is because if the lamp is too close to the lightsource, you will get ugly, blocky shadows from the lamp, on the roof or wall.
Do this now for all lamps/lights on the map. SAVE NOW
Once done, you select all the objects which will be affected, meaning the houses, furnitures, everything. Do a classic ctrl + left-click to mark many objects.
Make sure the Object Lightmap settings in the Tweaker window is correct, dont use too wide FoV, 10 is OK. GIFillLights > 0.45
Once all are selected: Lightmap > Selected > Final.
Then lightmap. Once Lightmapping is done, I too get the bug in your screenie. It is the editor losing connection with the viewport. Just CLOSE EDITOR WITHOUT SAVING.
Restart Editor: Select one dynamic lightsource then click > Select all > Replace all > replace with "Glow" which is vanilla object that does not contain dynamic Lights.
Once all the dynamic lightsources are replaced with Glow, you need to fly around and raise back all the lamps to their proper position.
Look at the map Lightsettings; check "singlepoint color" This is the color of the light which appears on lightmapped objects > Set it to a pale yellow or so, depending what you want.
(Technically: A lightmap object .dds has three channels, R,G,B. Dynamically lit areas use the R channel. Open a lightmapped house .dds and look at it, you see the pink areas? That's the Red channel. View only the red channel and you see the white parts, this is the light. These areas are where the SinglePointColor is affecting)
SAVE NOW. Now Lightmap the lamps themselves. Then compile Lightmap Atlases, then CLOSE EDITOR WITHOUT SAVING.
Go Ingame. you should see the Glow as the lightbulb, and the nice light on walls, floors etc.
That's my technique at least.
PS:: Dynamic lights does not look so nice ingame. That's the reason most of our maps use Glow to visualize the lightbulb, and pre-rendered lightmaps to visualize the lights.
+ This also means that players with "Dynamic lights" turned off in menu, will still see the light.
+ The dynamic lightsources also cast a light that doesnt belong in 1940. It is more fitted for vanilla BF2 street-lights or high-voltage lights of 1000W or so...
+ Pre-rendered lights is better for performance as well
We could develop more soft and warm dynamic lights for oil-lamps and old lightbulbs, but we haven't.