Thanks for the suggestions, Jeff, but in my case I can't use unlit as I still want them to react to lighting. I just don't want them to be brightened up by ambient lighting twice. Besides, I'm only using the ambient lighting to make shadows not appear too black. Even with it applied to the StaticMeshes twice they aren't as bright as when they are unlit.
SpecialLit doesn't have any effect on ambient lighting as it seems. It only applies to actual lights. This might be because I'm mapping for UT2004 and not for RO though.
If you applied the -nogamma argument to your UnrealEd short-cut so it doesn't overbrighten your OS environment while it's active try to run it without that. The game changes the brightness too and if you don't allow UnrealEd to do this, UnrealEd and the game will look different.
If you didn't do this and it still looks wrong, open the game, go to the display menu and check the values for brightness, contrast and gamma. Now close the game, open UnrealEd and try the following into the little console line in the bottom left:
BRIGHTNESS X
CONTRAST X
GAMMA X
With x being the value the respective setting has in-game. Confirm every line with enter. My UnrealEd 3d viewport looks exactly like in-game (except for things that are hidden in-game or hidden in UnrealEd, of course). It's still a p.i.t.a. to get the lighting look good but at least you won't have to check in-game anymore then.