This presumes having experience with scenery design, and is intended for use with SBuilder for FS2004 (although any program that permits use of scenery macros would do). "BAS_APRON_LIGHT_MACRO.api" is single item and uses light_landing polys which cast a working lightbeam, essentially attaching landing lights onto the light post proper. "BAS_PARKING_LIGHT_MACRO.api" and "BAS_PARKING_SPOTLIGHT_MACRO.api" are both used to create parking lot lighting, with the former representing the light poles, and the latter creating a textured circle which creates the impression of spot lighting on ground (e.g., there is no actual beam of light employed here). As the parking lot light is a two-part operation, suggest placing the light poles first using SBuilder (or whichever) and saving your work. Compile a scenery .bgl and provide it a unique name. Reopen the project and then replace all items "BAS_PARKING_LIGHT_MACRO.api" with "BAS_PARKING_SPOTLIGHT_MACRO.api" and compile another .bgl, again giving it yet another unique name. I did the latter step temporarily, e.g., leaving the original lightpole objects intact in the SBuilder project, but substituting these only in order to create the ground spot lighting. This ensures the light poles and spot lighting are in exactly the same place. Be sure the two texture files included here are also included in your project.