Your material has the same texture linked for the lightmap (ambient occlusion map) which is wrong. The lightmap is always a different texture, which contains lighting/shading info. Secondly, do you even have the texture coordinates for the lightmap (uv2) on the model? If not, then you should remove the 'yellow bulb' chunk, so the game can render the model with only a diffuse pass. If you do, then the 'yellow bulb' chunk should point to a proper ambient occlusion texture, for the ambient occlusion pass to work. If not, well, black...
Note: S3D behaves a little differently in some scenario's.