It's highly recommended that you have the latest Zoner Compiler Tools!! Get 'em HERE.
OK, start off with a little room. Look at picture for example:

Now, open the lights.rad (mine is located in C:\Program Files\Valve Hammer Editor\tools) and type in the name of the texture you want to be lighted and behind that the color and brightness. See picture:

Now, save and exit and compile! The result:

For another color or higher brightness, change the numbers you put in the lights.rad.
There are some ups & downs about textured lightning. I'll discuss a few:
Downs:
1. Compile time is longer, because the textured lightning makes many lights (way more than point light entities).
2. The texture itself is lit up no matter what the brightness is. So if you want a texture to be lighted... don't use a light texture with things around it. See pic: the borders will be lit as well.

3. You can't make it flikker. Point entity lightning can.
4. Always same brightness and color on one texture.
Ups:
1. In my opinion, the lightning looks better.
2. No more point entities anymore.
Conclusion:
I prefer using textured lightning, because if I have a long stroke of light I can't make it one standard brightness with just point entity lightning. But if I want to have realistic flikkers and on and off lights, I would do point entity lights. If you have any questions or comments than contact me.