Note lines 0 and 1 are very likely hardcoded and cannot be changed, and relate to the SetAreaTransitionBMP function.
|Column||Example||Valid Values||Description and Notes|
|Label||City01||Any text||Human readable label not used by the game but is used by the toolset if StrRef is blank.|
|ScriptingName||AREA_TRANSITION_CITY_01||Any text||Human 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.|
|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:
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.