Let there be light!
For the fading lights we’ll use PacDude’s Light System
I’m not going to even attempt to explain how his system works as that is way too far beyond my knowledge of VB Scripting!!
To start off make sure you have loaded the four light stage images made using The Gimp into your table (Playfield-A, Playfield-B, Playfield-off, and Playfield-on).
Download the zip attachment at the bottom of this post which is the script text for PD’s light system. Unzip it and load the .rtf file into Wordpad, copy all the text and then paste it at the end of your table script:

The next thing we need to do is to add another timer object to our table for the light system to work. Add a new timer object to the upper right (below the previous two timer objects). Change the name to Light Control and change the Timer Interval to 45.
Let’s start our first light with a simple round light. I chose light 46 which is kind of in the top center of the playfield:

Copy a circular wall object (I used one from the ramp nearby). Move it into the approximate position and scale it up until it covers the existing light area on the playfield. Change the name to Light46a, change the bottom height to -1 and the top height to .1. Uncheck cast shadows and uncheck side visible. Change the top image to Playfield-a. Lastly, under the State section uncheck Collidable and put a check in Can Drop. Click somewhere on your table where no objects are so that the changes made to this object will take effect.

Now, we need to make sure more copies of this wall object and change some things. Click on the light wall object and hit CTRL-C to copy it, then CTRL-V to paste a new object. Change the name to Light46b and then change the Top Image to Playfield-B:

Now do the same thing again but call the new object Light46off and change the Top image to Playfield-off.
Do it one more time calling the light just Light46, change the Top Image to Playfield-on, and change the top height to .2:

Now open up the script window and scroll down to about line 296 and add the following line:
FadeW 46, Light46a, Light46b, Light46

The way the light system works is that the off state of a light is always shown on the table. The routine then switches between the on, a, and b objects for the fade effect. The FadeW command tells the system that we are using wall objects (rather than a
VP light object). The 46 after the FadeW tells the system what light number we are working with and then following that are the three object names that represent the a stage, the b stage, and finally the on stage.
Let’s do another light. This time we’ll do a non-circular one. Light 35 is just to the right of light 46. You can make a copy of one of the wall objects from light 46 and reshape it. Change the name to Light35a, make sure you select the Playfield-A for the top image and make sure the top height is .1:

Now do the same thing we did before for the Light35b, Light35off, and finally the Light35. Make sure you add the statement to the script:
FadeW 35, Light35a, Light35b, Light35
Now click on the play button and make sure it all works.
To add the rest of the lights you will need to refer to the ID4 manual for the various light numbers and positions (same as what was needed when making the light images in The Gimp).