So basically, just make a separate layer of these hidden func_details for any surface a model needs to be on and be lit by. The player isn't ever supposed to see the actual lightmapped lighting except on models, since any lighting and shadow would be defined through specifically made textures colored for purpose.
There are several different ways to create this effect available in the Source engine.
Yeah I should have specified this was for GoldSrc, I wouldn't have asked this if this was a Source project since this effect is much simpler to achieve in Source because of its material system.