Update: Since the new expansion has a cycle of 3 loading screens, there are also three different tex files for main loading background in the “ui/loading” folder instead of one as before ( loadingbackground01.tex, loadingbackground02.tex, and loadingbackground03.tex as the original Occultist, the Malmouth expansion, and the Forgotten Gods loading screens respectively).
So, the additional step is to add more tex files and rename appropriately in the ui/loading folder.
If you don’t like the rotation and prefer one or two specific backgrounds, then make 2 or 3 copies of the same tex file with different names.
Below is an example of modified loading screens folder with three backgrounds ( Mountain Valley Town, Necropolis Gate, and Winter Teaser 2017):
For those who don’t like Byscilla, Matron of Rifts (only Occultist and FG guys):
For those who don’t like Forgotten Gods guy (only Occultist guy and Malmouth girl):
Note: put the folder ui/loading in the game settings location “C:\Users\User_name\Documents\My Games\Grim Dawn\Settings”.
From threads here and here, I’ve tried to make some custom loading backgrounds. But I figured out the game just allow one background at a time.
I made some beautiful backgrounds here, but I don’t own any of these pictures.
Add a new loading screen from the upcoming expansion wallpaper “Grim Dawn: Forgotten Gods.”
- copy “ui/loading” file into “C:\Users\User_name\Documents\My Games\Grim Dawn\Settings”.
- or make a new settings file in [GrimDawn Installation Directory] and copy “ui/loading” to the created file.
- If you want to turn back the original one, just remove the “ui/loading” file.
Make it yourself guide:
- an image file with 1920x1080p resolution (with any extension - convert later)
- a tool to convert “.jpg” or whatever file to “.tga” file (needed to make compatible with asset manager)
Suggestion: “paint .net” (free version)https://www.getpaint.net/download.html
- “Asset Manager” tool (can find in the grim dawn installation directory)
- “Texviewer” tool (can find in the grim dawn installation directory)
Convert the image to “.tga” extension file (some convert tools may not have extension compatible with the asset manager). If using paint .net, just open the image file with the software and then save as “.tga” file to convert it.
Make a new mod file by using asset manager. Open asset manager -> work offline -> Mod -> new -> enter a name -> ok.
The new mod file will be saved in the “mods” folder (in the installation directory).
i.e E:\Steam\steamapps\common\Grim Dawn\mods\YourNewModName
The new mod file will contain three default subfolders: assets, database, and source. Copy the converted “.tga” file to the subfolder “source”.
Open asset manager -> Mod -> Select -> YourNewModName
Choose “Sources” tabs in the lower pane -> double click “YourNewModName/source.” You will see your copied “.tga” file in the right pane. Then right click the “.tga” file and choose “Auto-create Asset”. A new “.tex” file will be created in the subfolder “assets”, but we’ve not done yet.
In asset manager, click Build or F7 to build the new mod (may get an error message at this step, but it doesn’t matter, just close the asset manager program). Another “.tex” file will be created in “resources” subfolder of the mod file(this subfolder is created automatically after we build the mod). We will use the “.tex” file in “resources” folder for our loading screen, not the one in “assets” folder. To confirm the “.tex” file will work, open it with Texviewer tool.
Create a new folder “ui/loading” (ui and its subfolder loading).
Copy our “.tex” file to this folder and change its name to “loadingbackground01.tex”. Put “ui/loading” folder into “C:\Users\User_name\Documents\My Games\Grim Dawn\Settings”.