Hi John:
Although many authors simply use a graphics program to insert light splashes onto the ground in their photo-real scenery imagery before compiling, others use "Effect" and/or BGL lights (with or without an associated 3-D light pole object).
IMHO, use of 3-D light pole objects is best reserved for areas where one will be close enough to actually
see them in one's aircraft (IOW, only on / near the ground at approaches, or TAXI / RWY / Parking locations; everywhere else, one may be better off using "light balls" or effects because one will be too far away to see them, so why burden the FSX rendering engine with rendering the extra geometry ?).
CAVEAT: Placing 3-D light pole objects in association with placed light effects / BGL lights etc., or attaching light effects etc. to such 3-D objects are a likely FPS-killer (...as OrbX found out this last year in their FTX series of scenery libraries, eventually prompting some changes in their configuration options.)
Bear in mind that there may also be conflicts with layers of
ex: SCASM-placed lights blocking display of other nearby autogen
unless certain tweaks are applied to the code prior to compiling the BGL.
I am not certain how rhumbaflappy's new "light point" library works with FPS if a lot of those objects are placed in a scenery area
ex: along many roads or around an aerodrome etc.
But IMHO, it looks like placing such light objects offset vertically from the ground at specified intervals along street vectors may be a more visually pleasing (and less exhausting) option than manually painting light splashes onto large expanses of one's photo-real textures.
For a few ideas and some links to related topics, see this thread:
http://www.fsdeveloper.com/forum/showthread.php?p=524223#post524223
PS: I believe many of us still look forward to seeing your scenery project for that interesting
KBTV area released some day !
Hope this helps !
Regards,
GaryGB