That's interesting, amilmand. I didnt ever consider that it would merge them by material, even thought i should know it after dumping the v4 meshes into a readable text file... I guess i'll give it a try sometime(or not as i slowly learnt how to manage stuff better XD)
Added 22 minutes later:
Skip what do you exactly want? Lit objects or light orbs?
For the first, just use a self-illuminated material ingame(either raise the self illumination or use a light map in the self illumination slot), it can be used to make windows that turn on at night and such.
For the latter, i suggest you give a look at my pudsey map scripts folder, there's a trackrenders.cfg, which is standard for all the maps that have renders, and a native object cfg(lamp.cfg), which is, obviously, my light orb cfg.
You just have to set your own light spot in your rdb, like this;
Spoiler: pre
The ORANGE stuff is the location of the orb texture, 0x0005 = objects, 04D2 = the texture's own id, you can use a custom one if you wish, i used the standard sl one
Then create a text file with this stuff in, and the common SL coordinates;
Spoiler: pre
Where the GREEN stuff is your mod's folder(unless you're going full blown with a mega map, then you'll probably want a separated rpk for natives) and the PURPLE stuff is the native's ID in your rpk
and save it as WhateverNameYouDesire.twn
Import this stuff on your track wizard to automatically get your light spots well set into the rdb(this means that you will have to pick the natives coordinates from your max first, compiling the twn and saving them)
I hope i made it clear, let me know if something is too messy and i'll try to re-explain it