euh..well...he can also do with MIM...from murphy also.
I'll explain :
he may use texture UV baker script, inside blender, or the raybaker script , check the huge long thread at elysiun.Bake that to a texture -and export the OBJ- that'd export the mesh with its UVs generated for bake. The export another obj that had hand made UVs for the texture. Now you should have an obj with a texture and the UVs made for it, and another OBJ with lightmap UVs (if I'm ok, surely Raybake has generated for u, or u could use Archimap auto uv packer from cambo) Having those two, and the two tgas (or bmps...) you can use the wonderful MIM tools, to convert the pair of objs into a single MIM, that'll have the two tgas asigned, and will be a multiuv, lightmapped level.( obj2mim is the tool)
Why MIM? well, MIM does respect smooth shading info, very important in games. Not needed though if your level is all plane surfaces, and no curved ones.
EDIT: unless you'r ok to split -break the mesh- the mesh to get hard edges (~smooth groups, hard edges) , you will find the lack of smooth groups in blender. If so, remember that with my advice, cool thing is u can handle an obj later on in WHATEVER the tool. Load em in milkshape for example, or much better, in the free WINGS3d, and make there ur hard edges.(in wings is dumb simple: select edge, set it "hard"(or use the autosmoooth -real autosmooth,not like blender- and put an angle thresold (for buildings, 45 to 60 goes well, characters,60, 70-75, 80, depends)))
You can do the autosmoothing normals in Anim8or free tool too. (works in Wine)
The workaround in blender for now is split where want a hard edge, and select all in edit mode, "smooth".