These steps will enable you to light up the whole texture of the light, not just a single point of light.
It is necessary to apply a different ID to each light so that it lights up correctly.
The default light point is generated by the dummy you created earlier on page 6.
To switch on your lights, you'll need to apply a certain ID to each texture. The ID will define whether the light you're editing should come on as a brake light, a reversing light, a turn signal... etc...
It is possible to use the same ID several times on different light textures. This is necessary if, for example, a light is split in two by the trunk.
If you want to go even further, you can apply the ID 1 to textures vehicle_lightsemissive "You don't need to rename the buttons or create a new dummy. There's no need to rename the buttons or create a new dummy, just add the ID 1 and they'll light up at night as soon as the headlights are on!
To carry out the manipulation, you'll need this data. The order is very simple to remember, and after a while you'll know it by heart:
Left headlight (headlight_l) : 1
Right front headlight (headlight_r) : 2
Left rear light (taillight_l) : 3
Right rear light (taillight_r) : 4
Left front turn signal (indicator_lf) : 5
Right front turn signal (indicator_rf) : 6
Left rear turn signal (indicator_lr) : 7
Right rear turn signal (indicator_rr) : 8
Left brake light (brakelight_l) : 9
Right brake light (brakelight_r) : 10
Center stop light (brakelight_m) : 11
Left reversing light (reversinglight_l) : 12
Right-hand reversing light (reversinglight_r) : 13
Full headlights (extralight_1 or other figures) : 14, 15, 16 ,17...