Illumination maps in FPSC works sort of like alpha-maps, if you load up the texture and paint the bulb all white and the rest of the entity black, the bulb will show up not being affected by the shadows. You need to save the illumination map to a different file, called texture_I.tga for example. I find that when I use _I after the filename, it works quite well.
Also, if you're doing the illumination map in photoshop, make sure you don't save the file as a grayscale. PS likes converting files automatically if they don't contain any color information.
Hope this helped, at least a bit.
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