Ok in the system folder as u know there is the Levelloadinfo.INT here you can edit it without affecting normal mp server entry.
U can create your own GUIContent texture pak. to do that goto the LoadInfoscreens select Geo_01 and duplicate it to a nu texture pak u make for instance GUIContentCARB and number the texture say a code like the map it refers to EN1 engine etc. or it can be for SP maps also
Then goto GUIContent Menu and scroll down to RC_LoadTransition_BG and duplicate this also to your nu texture pakage i will explain this later also.
exit and update pakage to save then restart and open your nu pakage duplicate the snapshot already there and rename as applicable to every map u want to use a screenshot for . a code and number EN1 KA1 or GE1 etc
in system folder u will find the levelloadinfo.int for sp maps this is typical
LoadingText="GEONOSIAN CHIEF LIEUTENANT SUN FAC MUST BE ELIMINATED. DELTA SQUAD HAS BEEN INSERTED SEPARATELY INTO THE WAR-TORN GLADIATORIAL ARENA AND POINTS BEYOND. THEY MUST RENDEZVOUS AND EFFECT SUN FACíS REMOVAL -- BY ANY MEANS NECESSARY."
and for mp the norm is this
but you can make it like this
LoadingText="LOCATION:Kamino||Training Area A17,dubbed "The Killing House" by the troops, is the proving ground for Republic commandos,located in Tipoca City on Kamino.||"
Next u can Animate the loadscreen snapshots from various pics around a map by linking them together looks nice in the loadscreen but more importantly this feature can be used in a map as a map guide either as a mod pikup e book or placed in a display console or on a wall etc.
so as explained above you would duplicate the AR1 texture renaming it sequentially AR2 AR3 etc etc ive found for mp maps minimum of 4 - 12 screenshots around a map then exit and update your pakage then return to it and set about linking the screenshots together open the first texture properties and goto ANIMATION MAX and MIN frame is the time rate to change/advance to next and in the top cell enter the next texture in sequence
Texture'GUIContentCARB.LoadInfoScreens.AR2' do this for each texture in set and the last texture cell should be return to the first in the sequence so it maintains a constant loop. ie Texture'GUIContentCARB.LoadInfoScreens.AR1'
ok next you can change the bakground shot of the loadscreen without affecting normal props and to do this open actor properties and goto MENU MENUBASE MENUTEMPLATE CTINFO BASE CTLOADINGINFO left clik select on the header CTLOADINGINFO right clik new pakage CARB.u CTLOADINGINFOCARB this is a small u pakage u make and in this u can change the bakground update the pakage before change then return to it and in its properties CTINFOBASE u will see BACKGROUND a cell containing widget texture Texture'GUIContent.Menu.RC_LoadTransition_bg' change this to Texture'GUIContentCARB.Menu.RC_LoadTransition_bg'
that is your bakground ! following the previously mentioned process u can actually animate the bakground screen also !
so in the levelload entry to reference this would be
if you are animating the bakground pic u would have Texture'GUIContent.Menu.RC_LoadTransition_bg1' 2 ,3 etc in the texture pakage.
Happi moddings FRAZ
If you are german it will be the .DET french .FRT SPANISH .EST etc