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Displaying Pictures From External JPEG Files


Hello there, I'm currently trying to create a photo album using Flash MX. But however, I'm thinking of displaying pictures in flash using external jpeg files. May I know if there's any site for reference which I can refer to?

I'm pretty messed up here and I'm pretty confused after someone gave me some 'tutorial' which I can't seem to understand.

Anyway, I attached the 'tutorial' in a next file. If anyone managed to know what that text file is saying, please enlighten me.

Thank you for your time.




FlashKit > Flash Help > Flash MX
Posted on: 05-23-2003, 08:22 PM


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Pictures From External Files.
I fink all of you have been asked this question to many times.
So I am sorry I bather you with this, but what can I do .
Can I make a flash that will put the pictures in it from an external file?(If this can be don can you give me a tutorial?)
If I have a lot of pictures what do you recommend to use? Java script?
Thanks for your support.
By.

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External Pictures & Html Files
i need help !!!!

i need to load in a html file with 1 picture or 2 into the flsh movie...

somthing like this:
http://www.flashkit.com/jump.php?ID=7167&type=movies

i can load plain html into my movie but not with pictures.

but i can´t figure it out how !!!

Plz help me !!!!

Thaknz // Mike

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How To Upload External JPEG/PNG Files?
Hi all,

As I am new to ActionScript 3.0, I had joined here.

I have JPEG/PNG files.
Please can you explain me the procedure for uploading the external JPEG/PNG files onto the stage using ActionScript 3.0?

Actually, Whenever, I click an item in Combo-box present on stage, how can I display the same JPEG/PNG file depending upon the option being selected?


thanx a lot

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Help Me I'm Stupid... Displaying External Text Files On Specific Dates....
Ok, had some great help from Whispers on Flashkit forums (http://www.flashkit.com/board/showthread.php?t=667462) but i really need to get it working...

At the moment the code is as follows:

ActionScript Code:
// Get DATE:
myDate = new Date();
Date = myDate.getDate();
month = ["1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12"];
year = myDate.getFullYear();
file = month[myDate.getMonth()]+"-"+date+"-"+year+".txt";
trace(file);
// Load text file of same name as DATE:
myVars = new LoadVars();
myVars.onLoad = function(success) {
    if (success) {
        _root.textBox.html = true;
        _root.textBox.htmlText = (myVars.info);
        // info = variable in text file
    } else {
        _root.textBox.htmlText = "Error loading text file";
    }
};
myVars.load(file);

Whats not working...

I need to have the script print the contents of a text file IF it exists for the days date, if it doesn't it shows another frame/scene in the movie.

_root.textBox.htmlText = "Error loading text file";
should probably not be like that...

At the moment it isn't displaying the text from the text file, but it is working out what the days date is.

The FLA file is at http://www.petendom.co.uk/portfolio/EADT2.fla

Thanks so much for any help anyone can provide! Need to get this done quick ekkkkkeeek!

Dom

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JPEG Pictures Unsharp
Hi I’m new on this forum and just start to learn Flash. I have problem with JPEG files imported to Flash. When I load and test the movie, pictures are not sharp
Any help would be appreciated.
Thank you,

Acurat

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Loading Pictures (jpeg) From The Web
How do you load a .jpeg file from a website using action script?
Example -
www.exp.com/test.jpeg
How do you make a MC within flash load & display that file?

Thanks in advance

Blake,

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Displaying Pictures
I just wanted to throw out a question for suggestions on displaying pictures in Flash MX 2004. I'm looking for a way of dynamicially loading the pictures and thumbnails (To minimize in initial .swf size). Displaying the thumbnails and with a mouse-over or click, display the larger version. I've seen web sites with moving scroll bars with thumbnails and ones with static thumbnails. I'm just looking for suggestions for a user friendly way of doing this in flash, and some existing site to look at for ideas. Not looking to rip anybody off, just some ideas to break through this creative block i have today.

Thanks
Jim

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[CS3] Jpeg Not Displaying In SWF
I have a movie clip that contains a 100 frame animation of a jpeg moving across the screen. It looks ok in the preview (is that what they call it in flash?) window but when I test the movie it appears the same shape and size only the entire image is #FF0000 red.

What would be the best thing to do about this?

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Website For Displaying Pictures
I want to create a site where I will store pics of my son. I am designing the site with Flash MX.

But, what I want to be able to do is add pictures to the site easily. So, on the server I want to keep the pics in a folder called Pics, then whenver I get new ones, just stick them in there.

Now, what I need the Flash site to be able to do, each time it is opened, is look in that folder and create thumbnails of all the pics in there, and display them somewhere on the site....then, as a person clicks on the pic, it opens the actual pic in a new window....

Anyone know how to get flash to read a folder like that and then convert them into smaller thumbnails?

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Load Pictures (JPG/ JPEG) Dynamically In Flash 5
Hi,


Thank you very much for the previous helps.
I have one more question now


Is it possible to load pictures of any format dynamically in Flash 5. If yes, How ?


Please help


Regards
Suhrid

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Displaying Jpeg In Symbol
Well, the subject says it all. I've been tooling around with the loadmovie function in order to display images in a masked area.

For example, in the symbol 'imagemap' there are a series of thumbnails. Upon clicking a thumbnail, I have it loadmovie with the target 'box'. In the main stage, there is a box with the instance name 'box'.

If anybody has some code or an example I could look at, I'd be most appreciative. Thanks!

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Loading And Displaying A Jpeg
Hello Everybody!

Ok I have decided to go in to AS3 nose first using OOP. Right now I am trying to get a jpg to load on the screen.

This is how I did it in AS2

Quote:





loadMovie("by.jpg", mc1);






heh....This is me trying to do the same thing in AS3 but it is not working. Also I am not getting any errors at all!!! is there something wrong in here??

this is an external class

Quote:






package
{
import flash.display.Loader;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
import flash.geom.Matrix;
import flash.geom.Rectangle;


public class Display_Gallery extends Sprite
{

private var _loader:Loader = new Loader();

public function Display_Gallery()
{
_loader.contentLoaderInfo.addEventListener(Event.C OMPLETE, onComplete);
_loader.load(new URLRequest("t1.jpg"));
}


public function onComplete(event:Event):void
{
var loadedImage:Bitmap = Bitmap(_loader.content);

// Create a new Bitmap data and draw the
// loaded image to it.
var bitmap:BitmapData = new BitmapData(loadedImage.width,loadedImage.height, false, 0xffffffff);
bitmap.draw(loadedImage, new Matrix())
trace(loadedImage);

// Create a new Bitmap using the BitmapData
// and display it.
var image:Bitmap = new Bitmap(bitmap);
addChild(image);

// Manipulate the pixels as you wish
bitmap.fillRect(new Rectangle(0, 0, 70, 70), 0xffffffff);
}



}
}








and this is the call to the object in flash

Quote:





import Display_Gallery;

var DisplayLoaderisplay_Gallery = new Display_Gallery();






Any help would be much appreciated. Thanks!

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[F8] Displaying HTML Entities In Dynamic Text From External Text Files
I'm pulling content for a dynamic HTML formatted text box from a series of client-editable text files using LoadVars.

Flash 8 allows for the use of HTML entites in HTML text, and my client's text includes copyright and trademark symbols.

If I load some HTML text from within a script, the text box displays entities fine (like &174 to display a ® trademark symbol).

However, when using LoadVars to load the text from an external text file, I can't use ampersands in the text file, because the LoadVars interprets them as indicating the start of another variable.

I tried using Unicode, for example u00ae. Again, this works fine when the text is drawn from within a script, but when the loadVars displays it from the text file, it just displays the Unicode as a literal string. Other HTML formatting in the text files, such as bold or italic, displays fine.

Does anyone know a workaround for this (short of converting all 80 of my text files to XML)?

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Limiting The Speed While Browsing A List And Displaying Pictures Accordingly
In a kind of image browser where navigation is done through keyboard’s arrow keys, I get the case where the user keeps the finger pressed on the arrow key.

There, the list scroll faster and the screenshot doesn’t have time to draw that the next item is already called.

I can see that in that case the CPU goes from an usual 1% when browsing “gently”..to about 20% when leaving the arrow key pressed and raging through the list of images.

I was thinking to:
1) Force the scroll rate to max out at 10 items per second
or
2) Only show pictures if key downs are > 10fps
or
3) Find a function that would wait for the last image to be drawn before continuing in the list.

So, to summarize:
- how to skip drawing pictures if the list is browsed to fast...or
- how to force the script to wait for the current image to be drawn before passing to the next item…or
- anything else that would fix this ;-)

Thanks for any kind help!!

Here is the script part containing the PNG loader, I’ve the feeling that this is the place where such a “limiter” should take place:


Code:
MC_loader.loadClip(displayArray[masterindex]".png", "screenshot_mc.screenHolder_mc");
//
//
//
MC_loader = new MovieClipLoader();
preload = new Object();
MC_loader.addListener(preload);
//
preload.onLoadError = function(targetMC) {
MC_loader.loadClip("noscreen.png", targetMC);
};
preload.onLoadInit = function(targetMC) {
targetMC._x = (385-(targetMC._width))/2;
targetMC._y = (385-(targetMC._height))/2;
};

View Replies !    View Related
Limiting The Speed While Browsing A List And Displaying Pictures Accordingly
In a kind of image browser where navigation is done through keyboard’s arrow keys, I get the case where the user keeps the finger pressed on the arrow key.

There, the list scroll faster and the screenshot doesn’t have time to draw that the next item is already called.

I can see that in that case the CPU goes from an usual 1% when browsing “gently”..to about 20% when leaving the arrow key pressed and raging through the list of images.

I was thinking to:
1) Force the scroll rate to max out at 10 items per second
or
2) Only show pictures if key downs are > 10fps
or
3) Find a function that would wait for the last image to be drawn before continuing in the list.

So, to summarize:
- how to skip drawing pictures if the list is browsed to fast...or
- how to force the script to wait for the current image to be drawn before passing to the next item…or
- anything else that would fix this ;-)

Thanks for any kind help!!

Here is the script part containing the PNG loader, I’ve the feeling that this is the place where such a “limiter” should take place:


Code:
MC_loader.loadClip(displayArray[masterindex]".png", "screenshot_mc.screenHolder_mc");
//
//
//
MC_loader = new MovieClipLoader();
preload = new Object();
MC_loader.addListener(preload);
//
preload.onLoadError = function(targetMC) {
MC_loader.loadClip("noscreen.png", targetMC);
};
preload.onLoadInit = function(targetMC) {
targetMC._x = (385-(targetMC._width))/2;
targetMC._y = (385-(targetMC._height))/2;
};

View Replies !    View Related
Limiting The Speed While Browsing A List And Displaying Pictures Accordingly
In a kind of image browser where navigation is done through keyboard’s arrow keys, I get the case where the user keeps the finger pressed on the arrow key.
There, the list scroll faster and the screenshot doesn’t have time to draw that the next item is already called.

I can see that in that case the CPU goes from an usual 1% when browsing “gently”..to about 20% when leaving the arrow key pressed and raging through the list of images.

I was thinking to:
1) Force the scroll rate to max out at 10 items per second
or
2) Only show pictures if key downs are > 10fps
or
3) Find a function that would wait for the last image to be drawn before continuing in the list.

So, to summarize:
- how to skip drawing pictures if the list is browsed to fast...or
- how to force the script to wait for the current image to be drawn before passing to the next item…or
- anything else that would fix this ;-)

Thanks for any kind help!!

Here is the script part containing the PNG loader, I’ve the feeling that this is the place where such a “limiter” should take place:

Code:
MC_loader.loadClip(displayArray[masterindex]".png", "screenshot_mc.screenHolder_mc");
//
//
//
MC_loader = new MovieClipLoader();
preload = new Object();
MC_loader.addListener(preload);
//
preload.onLoadError = function(targetMC) {
MC_loader.loadClip("noscreen.png", targetMC);
};
preload.onLoadInit = function(targetMC) {
targetMC._x = (385-(targetMC._width))/2;
targetMC._y = (385-(targetMC._height))/2;
};

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Order Issue When Displaying Pictures Loaded From An XML File
Hi,

Just a little problem a bit painful:
- loading pics from paths in an XML file,
- once loaded they are positionned one on the right of the other (depending on their specific width) as thumbnails in the bottom of the screen,
- weirdly they don't display the way they should, never in the same order and not following at all the xml order (maybe the loading order??)

Anybody's got any idea to fix this one?
My code:

Code:
private function parseXML(xmlData:XML):void {
var XMLDoc:XMLDocument = new XMLDocument();
XMLDoc.ignoreWhite = true;
var list:String = xmlData.toXMLString();
XMLDoc.parseXML(list);
arrayPics = XMLDoc.firstChild.firstChild.childNodes;
var countPicts:uint;
var nbPicts:uint = arrayPics.length;
var thumbnailName:String;

//trace(nbPicts);
for(countPicts=0;countPicts<nbPicts;countPicts++)
{
arrayPicsId[countPicts] = arrayPics[countPicts].attributes.id;
arrayPicsTitle[arrayPicsId[countPicts]] = arrayPics[countPicts].attributes.title;
arrayPicsDesc[arrayPicsId[countPicts]] = arrayPics[countPicts].attributes.desc;
thumbnailName = arrayPicsId[countPicts];
thumbnailURL = rootPictsPath+thumbnailName+"a.jpg";

var loaderThumbnail:Loader = new Loader(); //conteneur pour chaque image
loaderThumbnail.contentLoaderInfo.addEventListener(Event.COMPLETE, onThumbnailLoaded);
instanceTn = loaderThumbnail.name;
numInstanceTn = instanceTn.slice(8,instanceTn.length);
arrayPicsInstance[numInstanceTn] = thumbnailName;
loaderContext = new LoaderContext();
loaderContext.checkPolicyFile = true;
loaderThumbnail.load(new URLRequest(thumbnailURL),loaderContext); //chargement de l´image
}
}


private function onThumbnailLoaded(evt:Event):void
{
if (containerThumbnails.contains(messageLoadingTn)) //si le conteneur de vignettes contient le message de chargement
{
containerThumbnails.removeChild(messageLoadingTn); //alors il est supprimé de l´interface
}
containerThumbnails.addEventListener(Event.ENTER_FRAME, onMoveThumbnails);
containerThumbnails.addEventListener(Event.ADDED, onThumbnailAdded); //abonnement du conteneur des vignettes à l´événement Event.ADDED

var loaderThumbnail:Loader = evt.target.loader; //conteneur de l´image
ratioTn = loaderThumbnail.height / heightThumbnail; //ratio pour le redimensionnement des images
loaderThumbnail.width /= ratioTn; //largeur de la vignette
loaderThumbnail.height /= ratioTn; //hauteur de la vignette
containerThumbnails.addChild(loaderThumbnail); //ajout de la vignette dans le conteneur
}

//thumbnails position
private function onThumbnailAdded(evt:Event):void
{
var loaderThumbnail:Loader = evt.target as Loader; //la vignette qui est ajoutée
var containerTn:Sprite = evt.currentTarget as Sprite; //le conteneur des vignettes
containerTn.buttonMode = true ;
var index:int = containerTn.getChildIndex(loaderThumbnail); //l´index dans la liste d´affichage

if(index != 0) //si la vignette n´est pas la première
{
var previousX:Number = containerTn.getChildAt(index - 1).getBounds(containerTn).right; //coordonnée X du côtét droit de la vignette précédemment ajoutée
loaderThumbnail.x = previousX + gapThumbnails; //positionnement de la vignette 10 pixels après la vignette précédente
}
loaderThumbnail.addEventListener(MouseEvent.MOUSE_OVER, onThumbnailOver);
//loaderThumbnail.addEventListener(MouseEvent.MOUSE_OUT, onThumbnailOut);
loaderThumbnail.addEventListener(MouseEvent.CLICK, onThumbnailPress);
}
Thanks for your help.

View Replies !    View Related
Limiting The Speed While Browsing A List And Displaying Pictures Accordingly
In a kind of image browser where navigation is done through keyboard’s arrow keys, I get the case where the user keeps the finger pressed on the arrow key.

There, the list scroll faster and the screenshot doesn’t have time to draw that the next item is already called.

I can see that in that case the CPU goes from an usual 1% when browsing “gently”..to about 20% when leaving the arrow key pressed and raging through the list of images.

I was thinking to:
1) Force the scroll rate to max out at 10 items per second
or
2) Only show pictures if key downs are > 10fps
or
3) Find a function that would wait for the last image to be drawn before continuing in the list.

So, to summarize:
- how to skip drawing pictures if the list is browsed to fast...or
- how to force the script to wait for the current image to be drawn before passing to the next item…or
- anything else that would fix this ;-)

Thanks for any kind help!!

Here is the script part containing the PNG loader, I’ve the feeling that this is the place where such a “limiter” should take place:


Code:
MC_loader.loadClip(displayArray[masterindex]".png", "screenshot_mc.screenHolder_mc");
//
//
//
MC_loader = new MovieClipLoader();
preload = new Object();
MC_loader.addListener(preload);
//
preload.onLoadError = function(targetMC) {
MC_loader.loadClip("noscreen.png", targetMC);
};
preload.onLoadInit = function(targetMC) {
targetMC._x = (385-(targetMC._width))/2;
targetMC._y = (385-(targetMC._height))/2;
};

View Replies !    View Related
Limiting The Speed While Browsing A List And Displaying Pictures Accordingly
In a kind of image browser where navigation is done through keyboard’s arrow keys, I get the case where the user keeps the finger pressed on the arrow key.

There, the list scroll faster and the screenshot doesn’t have time to draw that the next item is already called.

I can see that in that case the CPU goes from an usual 1% when browsing “gently”..to about 20% when leaving the arrow key pressed and raging through the list of images.

I was thinking to:
1) Force the scroll rate to max out at 10 items per second
or
2) Only show pictures if key downs are > 10fps
or
3) Find a function that would wait for the last image to be drawn before continuing in the list.

So, to summarize:
- how to skip drawing pictures if the list is browsed to fast...or
- how to force the script to wait for the current image to be drawn before passing to the next item…or
- anything else that would fix this ;-)

Thanks for any kind help!!

Here is the script part containing the PNG loader, I’ve the feeling that this is the place where such a “limiter” should take place:


Code:


MC_loader.loadClip(displayArray[masterindex]".png", "screenshot_mc.screenHolder_mc");
//
//
//
MC_loader = new MovieClipLoader();
preload = new Object();
MC_loader.addListener(preload);
//
preload.onLoadError = function(targetMC) {
MC_loader.loadClip("noscreen.png", targetMC);
};
preload.onLoadInit = function(targetMC) {
targetMC._x = (385-(targetMC._width))/2;
targetMC._y = (385-(targetMC._height))/2;
};

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Hi,

I am in the process of making an interactive tour plan, which quite simply is a floor plan of a building which when interacted with by the user shows a description and image of the room in question. With the image I am loading the jpeg externally (using a tutorial I found on the web) and it works fine except the preloader, which is a component does not work, it sticks on 0% and then the image pings in. I'm not really sure why this is happening - can anyone help?

The fla file can be found here: http://www.chaosdesign.com/englemere...ourWedding.fla

Many thanks
Bev

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any help would be grand...

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Hello people..

I'm trying to make a webpage with this system:
http://www.kirupa.com/developer/mx/m...ynamictext.htm

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/Chris

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Hello people..

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On a lot of flash pages I've seen, they have what appears to be a nice crisp photo which seems to be imported as a JPEG of GIF. How do I do this without making my SWF file so large?? I've tried the trace bitmap option, but that just makes the file even larger....HELP! !

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Hi all,

For my project, I am attaching jpeg fles using loadMovie and loadClip methods. If I attach a jpeg file into a movie clip ( and movie clip's width and height attributes like 300 x 300), I can see the full image (however the picture's width and height exceeds 300 x 300). But, if I trace the width and height, it shows 300 x 300(that is the width and height of the mc).

I want to know the width and height of the jpeg file and not the movie clip. How do I find them? Any idea???





























Edited: 06/11/2007 at 12:25:26 AM by MurMeeKeer

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josh

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Hi there,

I am starting a new job for a customer and I should write an "eletronic catalog" with his products (decorated tiles for home construction). The deal is that he dont wants that someone could suck his images (because he spent over a year taking thousands of models with his camera) with some "website sucker tool".

Well, in fact, I KNOW that there's no way to avoid it, but I can, at least, to make the images unusable to the thief, with a little trick: the idea is to break each JPEG image in two (or more) pieces, save them some "ilogical name" in order to, just with database reference to make possible to know who is who.

Then, I need to know if is possible (in Flash):

1) load the two pieces from disk
2) join them in the memory
3) tell to Flash that the joined parts are a JPEG image

Thanks!!!

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In AS I am using the loadMovieNum("jpeg_FILE.jpg", 10); onto level 10. Would I be able to postion the x and y coordinates of the jpeg? By default it places the image in the top left corner (0,0).

I know there are other ways to acheive this by placing a blank movie clip on the timeline with a loadMovie("jpeg_FILE.jpg", "image_holder");, but I have a lot of images that will be replaced and change on the timeline so the first method would be more efficient if it can work. Also, I'm not sure if using the loadMovie method automatically unloads the previous movie from whatever level it might be placing it on, as the loadMovieNum does.

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Hello,

I use the loadMovie function to load JPEG pics from a server to a movieClip.
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thanks

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Hi

Does anyone know if there are any limitation of the pixel size for a image, when you load it with loadMovie?

I’m trying to load a large jpeg file into my flash movie, the image has a size of 4866X3412 pixels, when I’m loading the image into my flash file with loadMovie i only get a image with 2880X2880 pixels.
When i look at the image, it is cropt in the right and bottom side.

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Macromedia MX user:
I am currently working on a website that has a large jpg image (700 x 400 pixels / 236 KB, which could be a gif but due to gradient colors is a jpeg) with a textbox in the middle of it, that I would like to load on all the individual pages of my site. Due to the size of this image, I have concerns about it loading on all the pages. I have heard that once the image loads one time in a browser, the image is in the computers memory and will load faster the second/third/fourth time around. But what I would like to do is have the image load the first time and when a link is clicked to take it to another page, have only the text in the textbox window change and not have the image reload, but stay unchanged. Is this possible in Flash? Also, is there a flash tutorial somewhere regarding scrolling text boxes? One other thing, if this is something for Flash, would I import the image as a .png file from Fireworks to Flash so that my button links work? Thanks for your help.

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Hi all,

As I am new to ActionScript 3.0, I had joined here.


Please can you explain me the procedure for uploading the external JPEG/PNG files
onto the stage using ActionScript 3.0?



thanx a lot

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How To Upload JPEG Files Using ActionScript 3.0
Hi all,

I am new to ActionScript. Presently, I am working on ActionScript3.0. I am using flash 9.0 and the code I ned is for ActionScript3.0.


I have a combo-box on the stage with a few items in the combo-box and also have corresponding JPEG/PNG image files.
My goal is :
I need to display the appropriate image onto the stage based on the selection of the item in the combo-box. So, please I need ActionScript code or procedure to handle this using Event-Handling mechanism of MouseEvent.

I need help.. Please help me.... I am new to the ActionScript and flash environment.


Thanks a lot in advance.....


Srihari.Ch

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Hi all,

It's very urgent.

I am new to ActionScript. Presently, I am working on ActionScript3.0. I am using flash 9.0 and the code I ned is for ActionScript3.0.


I have a combo-box on the stage with a few items in the combo-box and also have corresponding JPEG/PNG image files.
My goal is :
I need to display the appropriate image onto the stage based on the selection of the item in the combo-box. So, please I need ActionScript code or procedure to handle this using Event-Handling mechanism of MouseEvent.

I need help.. Please help me.... I am new to the ActionScript and flash environment.


Thanks a lot in advance.....


Srihari.Ch

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_root.image.loadMovie("JPEGname.jpg");

What am I missing?

Thanks

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I have created a project that loads thumbnail JPEGs into three of four scenes. The thumbnails are MCs that act as buttons which dynamically load text and a larger JPEG image (like a catalog would do). The first scene with thumbnails loads the larger JPEG files correctly, but the subsequent files do not. I tried using the same MC instance name and code for all three scenes.

_root.image.loadMovie("JPEGname.jpg");

What am I missing?

Thanks

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I know I should read manual.., but I don't have now.
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I am trying to load JPEGS from external file into MC.

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mx2004

hello all, i have a button which loads an external jpeg from a folder. what i want is to have it so when the command to load the external jpeg is sent, an external preloader preloads it in the placeholder. this preloader will be generic so it can be applied to load before any image selected in any folder, for updating purposes. anyone know where to start with action script, or how to set it up,

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D

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OK this is a really really simple problem and I'm such a newb I can't figure out why this isn't working...

I have a .wmv file put on a server (a Windows 2003 Server, reconfigured to work based on this link: http://kb.adobe.com/selfservice/view...9439&sliceId=2) and I put a blank .fla file in the server. When I open the .fla, I go to Import Video and I import the .wmv file from the Flash media server. It makes a .flv file in the folder, and I Publish the file but when I go out and open the .html file, the video does not appear.

There is something not pointing to the right place. I go to Content Path under my Properties Inspector for the component, and it says, "video1.flv" (the correct name of my .flv file) and all the files are already relative to that exact folder.

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It is a real nightmare!

Ok trying to load some jpegs into a scrollpane dynamically.

I opened a new Flash file, and got it working with the following script:


Code:
this['scrollpane'].contentPath = "empty_mc";
this['scrollpane'].content.attachMovie("content", "inst_content", 1);
this['scrollpane'].content['inst_content'].loadMovie("sax.jpg");
So, I went into my project... and added the following into the movieclip which contains the ScrollPane:


Code:
this['window_inst'].contentPath = "empty_mc";
this['window_inst'].content.attachMovie("content", "inst_content", 1);
Ok... so that works... I can see "empty_mc" in the ScrollPane and it scrolls.
So, now I go into my external actionscript... and put the following code in when the page loads:


Code:
mcReview['window_inst'].content["inst_content"].loadMovie("sax.jpg");
It doesn't work.

So I tried tracing.

trace(mcReview['window_inst']); works
trace(mcReview['window_inst'].content); undefined


It is driving me CRAZY!
Someone puh-lease help me!

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Hi

I have a menu that loads external jpgs, it used to work fine when clicking on the actual swf or when was view on a browser, but I think that around the time I update to flash player 8, the menu stop displaying the external images, when being view through a html browser, I have tried already with Mozilla and IE.

My wild guess is that flash player 8 or windows xp has some new security that is stopping my external jpgs from loading when view through the internet.

What could be causing the jpg from loading into the menu when view through an html browser and what can I do to fix this?

http://www.alexcreative.com/qbaMenu/index.html

Thanks

Alex

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