Ok i have had some questions about including the new lighting which is awesome in RW3,
'so i will show you how i have a basic street light in game and how to get the light pools to work correctly - this is in 3dsMax 2011 - will someone translate for 3dC
there is still alot to figure out so i hope others with knowledge will contribute and we can have a really awesome lighting guide for RW3
the lighting has endless possibilities - lit signs even neon ones, lights inside buildings casting light out of windows, lit signs, and on and on
so experiment with effects is advised.
Ok here we go, the light bulb glow is achieved with a new shader called TrainEmissiveGlow.fx - this shader requires 2 textures - an emissive color texture and an emissive amount texture
the emissive color texture is the color of the light and the amount is how bright the light is.
a good reference i use is http://planetpixelemporium.com/tutorialpages/light.html it gives the rgb value to most different light sources
so in Photoshop we create our to ace files we will need

Then we go into our 3d editor, i use 3dsMax (Someone convert this to blender please
in 3dsmax we select the object that will be glowing in this case the lightbulb, you can make 2 bulbs and fxday and fx night them if you wish to make the glow dissapear in the daytime

then go to the material editor and create the TrainEmissiveGlow material

put the appropriate files in the appropriate slot then go to lighting properties and lighting materials section
and select light glow

Save model and export
then go to the blueprint editor and create new point light blueprint
pay attention to the highlighted areas are set properly, also the shape is a generic sphere for place holding and moving

after exporting go to the route editor and place the light model and the point light get the center of the point light lined up witht the bulb as close as possible
you will see how the lighting changes and you can change the colors and light amount after double clicking the sphere
here is the light glow

hopefully others will add to this :)