I carried it a little further, and started putting ambient occlusion maps in the alpha of the diffuse (and if I wanted an alphamasked texture I'd use alpha in the normal map or somwot instead), and multiplying that into the result by an inverse proportion, so that the direct light looks direct and the diffuse light looks diffuse, and halfway values look good too.
http://www.lunaran.com/files/byz_shadiness.pk4 [12 mega-bytes]
Including some of those textures in the pak. I had planned on doing the whole ship with just a couple of big utility textures so I could have brushwork all over that would share a material and thus batch really well, so I wouldn't have to be so stingy with lights. Then there were dirty engineering versions and clean upper-level versions to unify the look of the ship and
... ahh, Byzantine. I wish I knew how to finish you.