Chameleo wrote: Creating the shadow/light map should work for both (right?).
Er, no - the lightmap will only work on the terrain as it is used like a mask over all the terrain layers. it will however, maintain shadow wherever there used to some - eg if i removed the statics from the example map, there shadows would still be present on the terrain.
Use of light actors will allow more control and you can sort of bypass this lack of function on BSP. An alternative would be to make specific shadow BSP textures for each bit of BSP you want to have shadow etc = tedious.
[The easiest way to do that would be to look at where the shadows fall when calculated in the editor, and then manually make textures that approximate this. I dont recommend this however, as it will be tedious and rather more difficult than simply using light actors. Tbh, ayone will even limited experience of the editor can usually make much more convincing light effects using the actors than by using specific textures applied to BSP and static meshes]
If you are after extremely simple shadows, how about simply painting them on using a new terrain texture layer? select a dark texture you want to use as shadow. I suggest pre-making one based upon the texture already under where the shadow needs to go. Then, paint it on (not too intense) where you want the shadow. You should be able to make simple blob shapes using this pretty easy, and using a modified base texture that matches the terrain gives a more pleasing effect than a simple plain dark brown/black texture. (I have used this on my duel map boneyard under the shadows of the carcasses and stone pillar using a darker coloured sand texture).
Without seeing more screenshots and perhaps a sort of artist impression of what you are after i cant really think of any more suggestions just now. I have to apoligeise as i must start to revise for my exams, so i wont be as quick to answer any further questions after xmas. Hopefully you can understand what i mean above^