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Note lines 0 and 1 are very likely hardcoded and cannot be changed, and relate to the SetAreaTransitionBMP function.

ColumnExampleValid ValuesDescription and Notes
LabelCity01Any textHuman readable label not used by the game but is used by the toolset if StrRef is blank.
ScriptingNameAREA_TRANSITION_CITY_01Any textHuman readable label not used by the game - but should (technically) relate to constants in nwscript.nss. The function SetAreaTransitionBPM would use them - or the raw 2da line number.

BMPResRef


Texture resref name

The name of the load screen texture file (TGA or DDS). Unlike a lot of other 2das this one takes a full name, although commonly the files are prefixed "ls_". Case insensitive.

TileSet
Tileset resref name

This ties the load screen to a particular tileset by identifier. This has a dual use:

  • If the transition is set to "Random" it will pick from all the options tied to that areas tileset
  • If the tileset is not set (****) then the only way to get it selected in the toolset is to untick "tileset specific" and delve into the hundreds of options until you find yours
StrRef
Dialog.tlk name

Default ones have such exciting names like "Rural 03" or "Dungeon 02". Newer Beamdog ones don't use this value and the toolset still works with them simply using the "Label" column, so entirely optional.

Note it is likely not even loaded by the game.