What you've now done is create two point
lights with varying rotations on the streaks for the trademark photon
effect
delete all other non essential lights
from the scene and then save the scene
you will now be able to load as many of
these photons as you desire into further future scene compilations
What does it look like when you keyframe
the null and animate it??
like this: (each 300K)
you can easily make quantum torpedoes
by loading the parent scene template - changing all the colours to a
suitable blue and then saving that as a different template scene
called Quantum's
NB. some users have reported seeing a WHITE WALL when following this tutorial and have asked what the problem is:
The problem is down to the fact that you have your camera too close to the lights and thus when you render you get a scene that is flooded with the light output.
The photon effects were designed to be used in scenes that included starships that were typically up to 1000m in length or more and when representing the photons flying between these ships the distances involved would easily be Kilometres between starships. However when you are working on a very small scale such as say a battle between smaller shuttlecraft the solution is to ramp down the NOMINAL DISTANCE settings for each of the lights that have Lens flare properties to a more suitable distance setting.
I would suggest creating a few sets of these photons for import that work at various scales.