In this area, you will find out how to edit the loadscreens.2da file to add in custom load screens for your module, as well as adding the load screen to an area. It is a very easy and straightforward process. If you do not have a copy, you can download an original version at http://www.witchermod.com/djinni/loadscreens.2da. Make sure it's in your Data folder somewhere.
First off, you will need either a .TGA or .DDS image file to be used as a load screen. The image must be 1024 x 1024 and be in a certain format. Your actual image should start down 55 pixels and be 655 pixels in height, so you get a black band that is 55 pixels high, then below that, your image, and then below the image, another black band which is 314 pixels high. The format must look like this in the end:
Pay special attention to the black space above and below the actual image. Without that, Djinni will have an issue with dimensions and the image will be skewed.
Copy this image file to your Data folder somewhere, the location isn't crucial.
Now create or load a module. Go to open and then load the loadscreens.2da file. Once loaded, you should see this:
To add your image above, go to one of the rows and insert a new row. Type in the name of the image file, without extension, in the Day and Night categories. If you want to have two versions of a load screen for day and night, only difference would be calling two different image files for Day and Night.
Now type a label for this load screen. When complete, save to the module and make sure the name is "loadscreens" without the .2da format.
Once saved, also to make it easier, go into Resources Explorer and find your image file (or files), right click, and also add it to module. This way, your module itself can be moved around without requiring other files.
To add the load screen, add or load an area into your module. In the area properties under "Gameplay" you will see the Loading Screen option. If you setup the loadscreens.2da file correctly, your label for the new load screen should be listed. Select it and then save your module.
If all goes well, and you put down a start point, load your module and you should see your custom load screen.
Note: The only time you would need to call the load screen again is by adding area transitions (which are explained elsewhere in Djinni Wikia). You would need to call your custom load screen upon entering the area it's linked to.