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HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Bread Zeppelin posted:

Does anyone have a link to a tutorial that will show me how to make an image gallery that has an automatic slideshow with manual controls, a multi-page thumbnail bank with manual controls, and a preloading system that would be good for about 160 images at about 1024x680? I don't really know any useful actionscript, and I've managed to find a hodge-podge of tutorials but I don't know how to tie in all the parts to make what I want.

This site in the gallery section is pretty much what I want, except for the color change and the animation:
http://www.hardisonpeek.com/index2.php?v=v1

That's an incredibly specific request that I doubt you'll find a tutorial for exactly what you want. Your best bet is probably trying to figure out how to make the hodge-podge of tutorials fit together.

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rotor
Jun 11, 2001

Official Carrier
of the Neil Bush Torch

 
 
 
 
teh butts


Another AS2 question.

We're moving to UTF-8. Is there anything I need to do when sending stuff to the server via LoadVars.send() to enable this or should it Just Work? The server guy says they're not getting to him encoded correctly, but I suspect a configuration issue.

edit: it was a configuration issue, it does Just Work, w00t

rotor fucked around with this message at Feb 6, 2010 around 05:20

yellowjournalism
Jul 31, 2004

gawtchyo dawda n err'fin

rotor posted:

Sure, I suppose. You don't really need any for-cost tools to do flash development these days. I guess I should update my flashdevelop guide for that too, I'll try to work up a post in the next few days.

I was just about to drop $700 on the Adobe IDE, but it sounds like that's not really necessary? I'm an entry/mid-level C++/# programmer and I want to start churning out little flash games (platformers, topdown puzzles/scrollers, etc.) and I need a smooth workflow without having to "master" Flash. I'm obviously ready to learn a lot and get my hands dirty, I just don't need fancy 3D graphics or tricks. So a guide on flashdevelop would really help me make a decision between $700 and $free.99. Have you written up that guide by any chance? I only found the 2007 one on the front page.

rotor
Jun 11, 2001

Official Carrier
of the Neil Bush Torch

 
 
 
 
teh butts


yellowjournalism posted:

I was just about to drop $700 on the Adobe IDE, but it sounds like that's not really necessary? I'm an entry/mid-level C++/# programmer and I want to start churning out little flash games (platformers, topdown puzzles/scrollers, etc.) and I need a smooth workflow without having to "master" Flash. I'm obviously ready to learn a lot and get my hands dirty, I just don't need fancy 3D graphics or tricks. So a guide on flashdevelop would really help me make a decision between $700 and $free.99. Have you written up that guide by any chance? I only found the 2007 one on the front page.

um, yeah, I never really got around to that did I ...

well, there's basically not much to it as long as you don't mind all your art assets being rasters or svg.

Download Flashdevelop, start a new AS3 project. Add resources to the library, assign them to classes, that's about it.

For the task you describe, I would totally not buy the Flash IDE.

Erasmus Darwin
Mar 6, 2001


rotor posted:

Download Flashdevelop, start a new AS3 project. Add resources to the library, assign them to classes, that's about it.

You missed the important "also download the Flex SDK and then add the directory you unzipped it in to FlashDevelop's settings" step. It's at the bottom of the download post for FlashDevelop, and it's easy to miss. The Flex SDK provides the compiler that does the actual AS3->SWF magic.

rotor
Jun 11, 2001

Official Carrier
of the Neil Bush Torch

 
 
 
 
teh butts


Erasmus Darwin posted:

You missed the important "also download the Flex SDK and then add the directory you unzipped it in to FlashDevelop's settings" step. It's at the bottom of the download post for FlashDevelop, and it's easy to miss. The Flex SDK provides the compiler that does the actual AS3->SWF magic.

Bread Zeppelin
Aug 2, 2006
Stairway to Leaven

How would I go about editing the code for this tutorial:

http://www.kirupa.com/developer/mx2004/thumbnails.htm

so that there are 8 thumbnails displayed at a time and instead of scrolling based on mouse position, the user clicks a next or previous button to display the next set of 8 thumbnails in the xml?

fletcher
Jun 27, 2003

ken park is my favorite movie

yellowjournalism posted:

I was just about to drop $700 on the Adobe IDE, but it sounds like that's not really necessary? I'm an entry/mid-level C++/# programmer and I want to start churning out little flash games (platformers, topdown puzzles/scrollers, etc.) and I need a smooth workflow without having to "master" Flash. I'm obviously ready to learn a lot and get my hands dirty, I just don't need fancy 3D graphics or tricks. So a guide on flashdevelop would really help me make a decision between $700 and $free.99. Have you written up that guide by any chance? I only found the 2007 one on the front page.

For the love of god DO NOT buy the Adobe IDE. It is a gigantic piece of poo poo. Especially since you have a background in coding, you will really be pulling your hair out with it.

Definitely use FlashDevelop instead.

Squirrel007
Oct 29, 2007

ur nutz, my cheex

Hey guys, I been toying around with the new loader() event.

I created 2 files. One named par.swf with the code below in it, and the other named chi.swf. chi.swf has 2 frames. on frame one it has an input box with the instance name of textboxonframe1 and on frame 2 there is a input box named textboxonframe2 (I am creative, I know.)

For whatever reason when loading chi.swf I cant get variables loaded into textboxonframe2 from the parent. Any ideas?

Any help would be appreciated. I am new to the AS3 world.

here is the code in my par.swf
code:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onLoadComplete );


loader.load( new URLRequest("chi.swf") );
addChild(loader);
function onLoadComplete( event:Event ):void{
    var str:String = "foo";
    MovieClip(loader.content).gotoAndStop(1);
    MovieClip(loader.content).textboxonframe1.text = str; // works fine, gets set to foo
    MovieClip(loader.content).textboxonframe2.text = str; //errors
    MovieClip(loader.content).gotoAndStop(2);
    MovieClip(loader.content).textboxonframe2.text = str; //still errors? Why?
    
}

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Squirrel007 posted:

Hey guys, I been toying around with the new loader() event.

I created 2 files. One named par.swf with the code below in it, and the other named chi.swf. chi.swf has 2 frames. on frame one it has an input box with the instance name of textboxonframe1 and on frame 2 there is a input box named textboxonframe2 (I am creative, I know.)

For whatever reason when loading chi.swf I cant get variables loaded into textboxonframe2 from the parent. Any ideas?

Any help would be appreciated. I am new to the AS3 world.

here is the code in my par.swf
code:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onLoadComplete );


loader.load( new URLRequest("chi.swf") );
addChild(loader);
function onLoadComplete( event:Event ):void{
    var str:String = "foo";
    MovieClip(loader.content).gotoAndStop(1);
    MovieClip(loader.content).textboxonframe1.text = str; // works fine, gets set to foo
    MovieClip(loader.content).textboxonframe2.text = str; //errors
    MovieClip(loader.content).gotoAndStop(2);
    MovieClip(loader.content).textboxonframe2.text = str; //still errors? Why?
    
}

Flash is a bit weird when it comes to switching to a different frame in movieclips. What I think happens is that when you switch the current frame using gotoAndStop, it doesn't actually perform that operation until the next frame update of the overall application. So trying to access textboxonframe2 the second time still won't work because it's still on frame 1 (which is where it starts so textboxonframe1 has no problems at all).

I try not to work with dynamically setting values to objects within animations, so I'm not sure what to suggest, really. Sorry!

Dogcow
Jun 21, 2005



Frames are zero-indexed like arrays so frame "1" as shown in the IDE is actually frame 0, gotoAndStop(1) will go to the second frame as labeled in the IDE timeline.

Squirrel007 posted:

MovieClip(loader.content).gotoAndStop(1);

That said I believe HelixFox is right, if correcting the frame index doesn't work try waiting a frame with an Event.ENTER_FRAME listener before setting the text in textboxonframe2. Also sometimes SWFs take a few milliseconds to initialize their child objects so waiting a frame on load of any SWF is a good idea before using anything in it.

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Dogcow posted:

Frames are zero-indexed like arrays so frame "1" as shown in the IDE is actually frame 0, gotoAndStop(1) will go to the second frame as labeled in the IDE timeline.

Actually frame 1 is 1 and there is no frame 0 (in as3 at least). This always trips me up because I expect it to be zero-indexed.

Dogcow
Jun 21, 2005



HelixFox posted:

Actually frame 1 is 1 and there is no frame 0 (in as3 at least). This always trips me up because I expect it to be zero-indexed.

Doh, I tested this but I haven't used the IDE in forever and forgot MovieClips loop by default so my trace kept repeating for that reason. Of course in classic Flash fashion gotoAndPlay(0) actually apparently does nothing at all with no errors or warnings.

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Dogcow posted:

Doh, I tested this but I haven't used the IDE in forever and forgot MovieClips loop by default so my trace kept repeating for that reason. Of course in classic Flash fashion gotoAndPlay(0) actually apparently does nothing at all with no errors or warnings.

Yeah, if you pass an invalid parameter to gotoAndPlay/Stop it just goes back to frame 1 without telling you it didn't work. Usually this happens if you're using labels (like, say, gotoAndPlay( "animSatrt" ); to go a frame with the label "animStart" will just go to frame 1 without telling you it couldn't find the label you specified). It's really annoying and I wish they would change it.

Squirrel007
Oct 29, 2007

ur nutz, my cheex

I've tried sending it straight to frame 2 and it did in fact go to frame 2 but it came up as an error when trying to get the text box's info. Basically the error is saying that my text box doesn't exist that im referencing an object that isn't there... and i've gone into debug to see the object and it's there...

I've looked up the error and its pretty useless, seems to cover a wide range of issues and I haven't seen anyone with the same issue as me.

lostatsea
Oct 23, 2005

Set Yourself On Fire

Squirrel007 posted:

I've tried sending it straight to frame 2 and it did in fact go to frame 2 but it came up as an error when trying to get the text box's info.

I used to "code" like this all the time and use the keyframes to represent my different application states. It just ends up being a headache. Why can't you move everything to be in the 1st frame of your loaded SWF and you can just toggle the visibility of the different elements through different functions?

Squirrel007
Oct 29, 2007

ur nutz, my cheex

lostatsea posted:

I used to "code" like this all the time and use the keyframes to represent my different application states. It just ends up being a headache. Why can't you move everything to be in the 1st frame of your loaded SWF and you can just toggle the visibility of the different elements through different functions?

Trying to make a "wrapper" for the child movie. Ill probably just stop messing with it though, looking like it isnt going to work.

nolen
Apr 4, 2004

butts.


Squirrel007 posted:

Trying to make a "wrapper" for the child movie. Ill probably just stop messing with it though, looking like it isnt going to work.

The error you're receiving is because the code on that frame is executed before the textbox is instantiated in the player.

If the textbox exists on a frame before the code, it would work. I do agree with lostatsea though, and recommend keeping all your actions on one frame. The timeline is a bitch once you start trying to control it.

iopred
Aug 14, 2005

Heli Attack!

You can hack the crap out of your app, and do the textbox stuff on Event.RENDER, after calling stage.invalidate().

But you don't want to do that.

MovieClip aren't very friendly with Flash9, you *should* be able to do what you're trying in the most recent version of Flash10.

But do what the others suggested, its much better that way.

Syph
Jul 6, 2004
Thirty Thousand Pounds of Ass

Are really stupid questions ok here? I've always wanted to own a physical, legitimate copy of Flash and never have. I'm not in a position to pay $699 directly to Adobe, but I keep seeing "sealed, retail" copies of Flash CS4 on ebay for as little as $300. Could you guys just tell me I'm retarded so I'll stop going there and almost buying one? Thanks.

fletcher
Jun 27, 2003

ken park is my favorite movie

Syph posted:

Are really stupid questions ok here? I've always wanted to own a physical, legitimate copy of Flash and never have. I'm not in a position to pay $699 directly to Adobe, but I keep seeing "sealed, retail" copies of Flash CS4 on ebay for as little as $300. Could you guys just tell me I'm retarded so I'll stop going there and almost buying one? Thanks.

There are no stupid question, but CS4 is awful. FlashDevelop is free and a million times better. gently caress the Timeline!!!

rotor
Jun 11, 2001

Official Carrier
of the Neil Bush Torch

 
 
 
 
teh butts


Syph posted:

Could you guys just tell me I'm retarded so I'll stop going there and almost buying one?

you're retarded for wanting to buy a copy at any price.

hell, I'd pay $20 to be able to uninstall it.

i guess there's like animators or something who think it's a good tool for that, and maybe it is, I wouldn't know. This is CoC and here the Flash IDE sucks.

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

I use it to manage my assets. You can put stuff into the Flash IDE library and export it to a swc file which can be used to easily import images, etc into projects. I only use it that way because I already have it for work, though (sometimes we get clients sending us ancient fla files that we have to fix up), I wouldn't pay money for the Flash IDE for my own projects.

Maybe when CS5 comes out with the iPhone packager it might be worth something.

Syph
Jul 6, 2004
Thirty Thousand Pounds of Ass

drat, that's a lot of hate. I'd always kind of hoped that the legit Flash IDE would somehow be better/prettier/more efficient than the free flash/flex IDE I used to dick around with. I really only started thinking about this when I got a quick $50 "hey we want this to look like this other thing" animated job the other day and remembered how I'd been lusting after a real copy for years. It's dumb. Thanks for straightening me out.

Erasmus Darwin
Mar 6, 2001


I've heard some people recommend picking up a cheap, second-hand copy of Flash 8 and using it the way HelixFox does -- Flash 8 for art assets, FlashDevelop+FlexSDK for actual compilation.

There's also SoThink SWF Quicker ($85), which is a cheaper third-party Flash IDE. I haven't really tried it out yet (though I got copy when it was on one of those "one free program a day" sites), but it might serve as another way to create art assets for use in FlashDevelop. If you can't find any used copies of Flash 8 for a reasonable price, it'd be worth trying out the free trial and seeing if it does what you need.

Finally, you can always just import art assets directly into FlashDevelop or create them via draw commands in AS3. The former works okay for non-vector stuff, but trying to import vector stuff from Inkscape was a bit complicated and glitchy though it was a year or two ago that I tried it. The latter's okay for simple stuff, but I can't imagine making complex vector art via code.

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

That's a good point: it's a bit awkward to get externally created vector art into your project without the Flash IDE.

Edit: I don't hate the Flash IDE - I actually use it all the time. I just don't think it's worth the money if you don't already have it and aren't going to be taking on work from clients (where you're expected to be able to do anything and everything to do with Flash, including editing ancient fla files targeted at Flash Player 6 or even interactive CD-ROMs).

HelixFox fucked around with this message at Feb 12, 2010 around 16:28

rotor
Jun 11, 2001

Official Carrier
of the Neil Bush Torch

 
 
 
 
teh butts


HelixFox posted:

That's a good point: it's a bit awkward to get externally created vector art into your project without the Flash IDE.

as3 can import svg at compile time, and swfmill can turn svg files into swfs as well, although I'm not sure what elements it supports.

Bread Zeppelin
Aug 2, 2006
Stairway to Leaven

I have my Flash file embedded using swfObject and I want the flash file to scale with the size of user's resolutions and browser windows. If I view my Flash file in the stand alone viewer it will scale properly, but not when it is embedded in the html page. I don't want it to fill the whole browser window, but stay proportional to the space it is centered on the page. What commands do I need to add to have it scale properly?

Bread Zeppelin fucked around with this message at Feb 20, 2010 around 03:43

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Bread Zeppelin posted:

I have my Flash file embedded using swfObject and I want the flash file to scale with the size of user's resolutions and browser windows. If I view my Flash file in the stand alone viewer it will scale properly, but not when it is embedded in the html page. I don't want it to fill the whole browser window, but stay proportional to the space it is centered on the page. What commands do I need to add to have it scale properly?

This is a HTML question really, but try putting the flash inside a div object and setting it to be 100%x100% and then resizing the div based on the size of the browser window. Or maybe try setting it to something like 50%? I don't know - I'm not that great with HTML and you haven't specified what else is on your page. Flash can't resize itself within a page and can't tell what size the browser window is (unless you tell it).

iopred
Aug 14, 2005

Heli Attack!

Bread Zeppelin posted:

I have my Flash file embedded using swfObject and I want the flash file to scale with the size of user's resolutions and browser windows. If I view my Flash file in the stand alone viewer it will scale properly, but not when it is embedded in the html page. I don't want it to fill the whole browser window, but stay proportional to the space it is centered on the page. What commands do I need to add to have it scale properly?

Try setting:
stage.align = StageAlign.TOP_LEFT;

This'll make it so the swf scales from the top left out, instead of centered.

I personally like to also set:
stage.scaleMode = StageScaleMode.NO_SCALE;

And then I hook into Event.RESIZE so I can reflow everything correctly.

ufarn
May 30, 2009


Our group has to design a HCI (Human-Computer Interaction) project with using Flash and ActionScript 3.0 (even though the university doesn't provide it, which forces you to use a trial for as long as you can, which boggles the mind, but I digress).

What we're currently doing is an interface somewhat similar to what you might imagine in, say, a movie theatre: some categories on the left side which lead you to some suggestions on what to [read, watch, do, see] based on the provided input parameters. The following selection would lead to a screen with info (phone numbers, map to be printed out, etc), relevant images, and so forth.

It's only a short course (7 weeks), but the workload is loving insane - as it is in the two other courses we have - so we have no time whatsoever to learn Flash and AS3.0 in any decent way aside from fidgeting around with it without any useful tutorial info; in other words, they want us to learn Flash and ActionScript 3.0 and do interviews, mock-ups, prototypes, write-ups and whatnot in seven weeks. We just don't have the time to peruse the internet for useful tutorials, let alone watch them all, particularly those 20 minutes long (e.g. a lot of what is on adobe.tv).

Is there anyone who can cherry-pick some awesome tutorials that are useful to exactly our product (and perhaps don't take much more than 30 minutes to mull over in total)?

digital-entropy
Apr 21, 2002



ufarn posted:

Is there anyone who can cherry-pick some awesome tutorials that are useful to exactly our product (and perhaps don't take much more than 30 minutes to mull over in total)?

You're kidding, right?

ufarn
May 30, 2009


digital-entropy posted:

You're kidding, right?
That's what I said when I realized what they wanted us to do for the seven-weeks duration of the course.

5TonsOfFlax
Aug 31, 2001


Do you have any programming experience at all? If so, gently caress the tutorials and just explore the actual documentation.

http://help.adobe.com/en_US/AS3LCR/Flash_10.0/

I would also suggest getting FlashDevelop and doing as much of the project in code as possible. Avoid the timeline. Use Flash only for graphics. But this is from the perspective of a programmer.

digital-entropy
Apr 21, 2002



ufarn posted:

That's what I said when I realized what they wanted us to do for the seven-weeks duration of the course.

Asking "Hey, i have <insert extremely specific problem>. Can someone Google it for me and distill the results into <specific set of exacting tutorials>"?" isn't a very productive way to get results.

In short,

ufarn
May 30, 2009


At any rate, we wound up perusing the documentation (CS guys here), and FINALLY managed to get the fucker to do our bidding, albeit by means of some weird work-arounds.

So 5TonsOfFlax came the closest - and thanks for that.

Lamb-Blaster 4000
Sep 20, 2007



Ive added a hand drawn clip to the stage and set its properties to have a base class as my own custom class.

I've given the clip an instance name and then when I try to reference it from the timeline it tells me I'm trying to access a null object.

I copied and pasted the instance name from the properties to the actions window and even had every instance of that class trace its own name out when it instantiates!

So it IS on the timeline and spelling of the instance name is correct, but it still says null!

I even had the parent clip loop through and trace it's children's names to ensure it's there!

but still null

code:
backToTheTunnel.link = 'mainStage';
throw null error, but

code:
ClickArea(getChildByName('backToTheTunnel')).link = 'mainStage';
works

also, sometimes if gives me this error for WHATEVER is on the first line of code for the parent clip. EVEN IF WHATS THERE IS A COMMENT OR THE LINE IS BLANK!
code:
1024: Overriding a function that is not marked for override.

Lamb-Blaster 4000 fucked around with this message at Mar 2, 2010 around 05:44

Lumpy
Apr 26, 2002

How about a twist of I gouge your fucking eyes out?

Has anyone done anything with 3d in flash in the last few years? In a nutshell, I have something that would be simple to do: spin a (vector) graphic. If it weren't 3d, I'd have it done in the time it took to write this... however, it needs to be in perspective and angled away from the viewing plane. I know of Swift3D, but have never used it, I know Flash CS4 has some '3d' functionality, which I am reading up on as well. In a perfect world, I'd love to be able to take my flat graphic, and be able to transform it and animate it via actionscript, but don't know if this is possible. Any suggestions / links? Anyone who can do this in 5 minutes want to subcontract?

HelixFox
Dec 20, 2004

All the whores and politicians will look up and shout "Save us!" and I'll look down and whisper...

"Time works the same way."

Lumpy posted:

Has anyone done anything with 3d in flash in the last few years? In a nutshell, I have something that would be simple to do: spin a (vector) graphic. If it weren't 3d, I'd have it done in the time it took to write this... however, it needs to be in perspective and angled away from the viewing plane. I know of Swift3D, but have never used it, I know Flash CS4 has some '3d' functionality, which I am reading up on as well. In a perfect world, I'd love to be able to take my flat graphic, and be able to transform it and animate it via actionscript, but don't know if this is possible. Any suggestions / links? Anyone who can do this in 5 minutes want to subcontract?

If you're publishing to FP10, basically one of these:

code:
yourMovieClip.rotationX = 0-360;
yourMovieClip.rotationY = 0-360;
yourMovieClip.rotationZ = 0-360;
Setting any of those properties will activate the 3D renderer for it. It's worth mentioning that this will draw your vector graphics to a bitmap, essentially creating a textured plane. Where the vanishing point is can also affect how this looks (this is essentially where the 'camera' is looking from).

Another option for real-time 3D rendering is Papervision, but this is a 3rd party addon and more complex to use (but more powerful?).

I haven't used Swift3D for a long time but my understanding is it creates an animation of multiple vector keyframes from a 3D model and doesn't actually do any real-time rendering in Flash.

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Lumpy
Apr 26, 2002

How about a twist of I gouge your fucking eyes out?

HelixFox posted:

If you're publishing to FP10, basically one of these:

code:
yourMovieClip.rotationX = 0-360;
yourMovieClip.rotationY = 0-360;
yourMovieClip.rotationZ = 0-360;
Setting any of those properties will activate the 3D renderer for it. It's worth mentioning that this will draw your vector graphics to a bitmap, essentially creating a textured plane. Where the vanishing point is can also affect how this looks (this is essentially where the 'camera' is looking from).

Another option for real-time 3D rendering is Papervision, but this is a 3rd party addon and more complex to use (but more powerful?).

I haven't used Swift3D for a long time but my understanding is it creates an animation of multiple vector keyframes from a 3D model and doesn't actually do any real-time rendering in Flash.


Well, I did my stuff in CS4, and it was easy and looked great. However, the agency I was freelancing for wants CS3 files... so papervision it is. Anyone have experience w/ papervision? I have what I need to do workign in a ruimentary fashion, but A) it looks like poop (jaggy) and B) the texture is off-center, despite the Plane being the same size and the artwork being centered....

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