I have an XML file that loads in JPG images great, but if I try to load either a PNG or GIF instead of a JPG - it simply does not load at all.Does ActionScript & Flash not allow for transparent files, or even these formats of images to be brought in via XML file?BTW:I used this tutorial, step 1-9, and all works well but if I change the images to my personal PNG - the only thing that displays is the preloading bar as if the file just doesn't want to file/load the image. The text does come in though.
I need to load dynamically a few images (4-6) so that by clicking on particular image user would invoke particular action. Embedding images solves the problem but at the expense of file size. If I load them dynamically, they lose their ID.
I have two images on my flash stage (A camera image and a scenery image) The idea is that the camera is in front of the scenery. The problem is although both images are on my stage the camera is completely transparent and looks wrong . How can I set the cannon image transparency so that it is a solid image on top of the background image.
I am trying to import this transparent text with drop shadow but everytime I try to save it as a .gif or .png the quality is horrible. I've played around with the settings.
This is probably an easy task for most of you, but how do i get a transparent image to fade to a background image in Flash? I have several transparent product images (.png or .gif) and a patterend background. I import my .png or .gif image and convert it to a symbol. I drag the symbol on my layer but as soon as i add a keyframe, the product image background turns white and loses it's transparency!
Can a wmode-transparent SWF have any effect on the graphics of the webpage that it appears on?Specifically, I'd like to create two effects - a draggable lens and a "heatwave/water ripple" effect, both of which affect html-based text and graphics which are on the webpage.
While it's fairly easy to do this by taking a screenshot of the page and importing it, I was wondering if there's a more dynamic solution, such as by somehow grabbing a bitmap image of what's beneath the SWF...
I have a mask and I want to take 12 images and put the same mask to it and then loop them.I can apply the mask to one image but would this be easier to do in actionscript or am I completely off base here?
...for example, I'm trying to import a sun shaped PNG... I want the suns rays to act as the masking object... so I can see what's beneath it through the rays. Think of taking the paint brush, making a circle and then the rays are just again a paintbrush stroke.When I set up the mask however, though it's a transparent png, it ignores the actual shape & turns into a rectangle.
what i want to do is to preload some images, then multipy them on my scene ( the files are transparent png containing clouds ) the problem is that when i copy the bitmap data to create a new cloud, i loose transparency, and i can't get WHY here's my code
My flash piece loads an external image depending on the XML that gets pulled in. The problem is that it sits in with a busted *** calendar that won't let me z-index until the wmode = invisible. When I change it from "window" (aka default) to "invisible" my external images do not load in but the stage assets remain. So external images appear in window mode. Do not appear in invisible / opaque mode.
I have 6 frame labels on my stage and on each one I have a mask animation, it's the same animation but on each frame label loads a different image, basicaly the image just fade's into the mask. I was hoping to try and do this with actionscript, just not sure how. Would also like to load the images externally too if possible.
I have created a custom 3d wall gallery and I would like to mask it to give it right and left fades. I have posted the code that places the images on the stage but for the life of me I cannot mask it. Themc in the library mask_mc already has the correct gradient so now how do I add it to the top of the dynamic gallery?
Code: private function viewCarousel():void { viewport = new Viewport3D(stage.stageWidth, stage.stageHeight, false, true); addChild(viewport);[code]......
I am writing an application that looks into an XML file and pulls out the images within. I would like to pull out the raw images and apply a mask to them dynamically.As you can see below i create a blank movie clip and put the images into it.. At this point i want to create the mask.
var thumbLdr:Loader = new Loader(); var thumbURLReq:URLRequest = new URLRequest(galleryDir + thumb); thumbLdr.load(thumbURLReq);
I have a series of images I'm adding to stage from the library. I need them in separate movie clips for tweening. If I create a new layer... add a shape to the layer... mask the layer... finally, add a layer below that layer (with nothing on it) then all of the images I've added from the library are masked. No matter what I try with code however, I can only get one image to be masked. must you create a new mask for each image you would like to mask? I thought maybe if I could do it all in one go on a layer, there must be some code that allows one shape/mc/object to mask several clips.
I built a quick and dirty site header banner, with text masking a scrolling background of several images. The text is the mask, so the images show up inside the text. Viewing it works in Flash CS3, but when I publish it, I see the images scrolling from right to left, but they are not masked.
I have a flash file sitting inside of a web page in our company domain. There is another server (used to store images) that is part of the domain but is not running any web services (for security reasons). A folder on the images server is however shared in such a way that any site on the web server can display images from the images server as long as the user is plugged into the domain. For example, both I and my boss can pull up a web site on the web server and see all the information, but only he can see the images because I have Vista Basic and no domain support. This is done via "<img src='\serverNamedirectory.'/>"
That's ok, but on this particular instance I don't want to display the image on the webpage, I want it in a SWF on the page. However the SWF can't seem to load the images even though the page it's sitting in could. I've tried tons of variations of URLRequests and Loaders, most resulting in security errors. Since most of the online discussions about these errors revolve around cross-domain access, I can't seem to find any tech support for our specific situation.
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:
[Code]....
Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.
I am pulling external images, I have my main image, and five small images, I have that to make the small images when click to appear in the place of the main image, but I am not obtaining to make they to click, I am placing my archive who to want to make download
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I would like to have my background image change images every so often. I would like to use only AS3 for this. Could someone point me in the right direction. I am new to the language as well as flash.
I've tried a lot of online tutorials for photogalleries but can't find what I'm looking for.I need to bring in my images from xml so that they will fill the thumbnails (if the width of the image is greater than its height then it will scale to the height of the thumbnail) and center within that thumbnail.
Then, when I click on a thumbnail, I need that image to fill the space allowed for the large photo (this time if the width of the image is greater than its height then it will scale to the width of the photo space)and center within that space again.In terms if centering the image,I have created movie clips for both the thumbnail and the large photo space (let's call them "imageHolder")and within those movieclips there is an empty movie clip called "image" which is aligned to the centre of "imageHolder". I thought that this would work:
imageHolder.image._x = 0-(imageHolder.image._width/2); imageHolder.image._y = 0-(imageHolder.image._height/2); But no such luck.
As for resizing the images to fit the image holders,
is it better to import images to the timeline at runtime, or export them from the library for use in action script?
I have a few images which make up the background to my website (ie they are unlikely to change very often - if at all), which I am currently exporting from the library for use with my action script code, and the rest of my images I am dynamically loading in based on a set of paths held in a csv file (these may change often).
As I have already built the class to dynamically load in external images, I was wondering if I should also load in those images which make up the background.
I have downloaded this slideshow but cannot for the life of me figure out how to center the images. The slideshow calls the images from an XML.I have edited the width of the slide show just fine but the images are still justified to the left.