It's logical that you are confused. Specially with such long thread...But it's pages have helped a lot in the appeareance of it..
Look, you have two options with Murphy's workflows (actually there are more, he made a dmf and csm direct loaders, and mohaps made others....etc...)
A ) oct format, the one that is output by Fsrad(modified), and oct tools(a blender export plugin, an oct loader, maybe something else I'm forgetting). Fsrad is a radiosity lightmap generator. You can output oct files from Murphy's modified fsrad, or oct files from Trancos modified Fsrad. In the case of Murpht's loader, you can just then use OCT loader for irrlicht that he also made. You can even export as a first step of all, the level and lights from Blender, thanks to Murphy's oct blender exporter. You can then load that oct (which yet has not got lightmaps, only mesh, materials and light info) in Murphy's modified Fsrad .He even made a Linux (Wine emulator in it) that works in linux Wine.
In Fsrad, you (u'd better learn wel fsrad usage, one way or the other) then set upt your settings. Generate the lightmap+ new oct. Load the oct in Irrlicht with Irrlicht OCT loader made by him.
* disadvantages: curved surfaces...both Trancos and Murphy's ways related with Fsrad have this problem...cause the problem is inside fsrad: it does not consider other thing than flat surfaces. A cilinder will allways be lightmapped faceted. Yet though, it's imho quite very good for large levels, if no curved surfaces there, or u know how to retouch the lightmap in 2d later on.
* advantages, also from my POV:
1 that is by far the most universal way. Is multiplatform,(Blender and Fsrad can run in Linux) it uses a free lightmapper, and the software to build the whole scene, light color and positions, it's free.
2 It's seeming to be faster and more sensible for large scenes than I though, and than some other of my options for making a lightmap.A pitty of the curved surfaces...
B ) My favorite way : MIM format and MIM tools. Mainly (again I can be forgetting stuff) Mim tools are: OBJ2MIM, an explendid tool that will convert an OBJ with texture+ a copy of that OBJ but with different material and tetxure (with lightmap tga instead) , into a *.mim file : and xml editable and clear file, which has 2 UVs support, and several other features.Tweakable by the artist as u can for example, change the multiply style , the lightmap "way" of doing. In case really needed,huh.
And also a MIM format loader.
As you see, the workflow is quite shorter(I'm using it to test real time viewing of my level for OTHER engine, lol...as it's very fast workflow), yet....it requires you having a comercial lightmapper. Or use another free lightmapper, but the two I know, Trancos's and Slimshady, can't support curved faces either (nor are of the quality of a radiosity solution, logically.Trancos has in hold a version with curved surfaces support. Of his own tool, I mean, not his fsrad modification.)
The mim tools wehere
I have the ms dos comand line version (ms dos console window, that is, or just make a bat file with the command and options)
And suits me. But he's making a Windows version, that actually avoids the use of bat file or plainly write obj2mim file file ....with the settings...some people don't like dos windows
I have several versions all messed up here, as I have been beta testing it.
But we must wait till he can put things up again, to upload the final brand new version
As I have Giles (and others have Lightwave, XSI, Max, Maya, etc) I don't have a need for a free radiosity lightmapper. but the OCT workflow allows using Blender+fsrad for it. In a very good workflow.
Giles works simply perfect with OBJ2MIM, and I can further edit the Giles output, previous to final OBJ2MIM, thanks to the universality of the OBJ format.
I am 99'9% sure once he have it up, the very final version, he'll say here, so don't you worry, I most surely relink it directly also in Faq&tools sticky.
of course, there are other good ways: csm loaders, dmf loaders, lmts loader(Jox, author of the great x exporter modification) , My3D (for Max users) , Afecelis Gmax workflow and tuts, Giles loader....If I am not wrong, together with Murphy's tools, all actually allow loading a 2 uv channelled scene with texture and lightmap. Oh, Murphy also coded support for the second uv channel in X files(Max can export it, but not other tools...), but I rather prefer the OBJ format.
As you have noticed, my personal preference is Murphy's workflow, specially MIM and mimtools.
Hope it clarified it....