3d granite paver texture

Im trying to make a 3d granite paver. When I add the texture to the top it works fine, when I add to the extruded side it come in distorted. How do I fix?

It looks like a single texture is applied to the over-all UV mapped material. What you need to to is edit the texture and have the UV overlay turned on, then use selections or shapes to create an area just for each side of the object. Then it is just a matter of copy and paste, but keep in mind that it may require rotating the that portion of the UV'd texture. Which may make it easier to use shapes instead of selections. But that is up to you and how confortable you are with that method.
In other words, the front side is the wrong rotation and possible wrong scale.

Similar Messages

  • PSE 7: Texture folder has JPG and PSD files?

    I noticed there are both file types in C:\Program Files\Adobe\Photoshop Elements 7\Presets\Textures\
    Blue Pastels.jpg
    Burnt Red Pastel Paper.jpg
    Charcoal on Paper.jpg
    Dirt.jpg
    Feathers.psd
    Footprints.psd
    Frosted Glass.psd
    Granite.jpg
    Grass.jpg
    Lambswool.jpg
    Leafy Bush.jpg
    Linen.jpg
    Lines.psd
    Mountains 1.psd
    Purple Daisies.jpg
    Purple Pastels.jpg
    Puzzle.psd
    Rust Flakes.psd
    Sepia Marble Paper.jpg
    Snake Skin.psd
    Spiky Bush.jpg
    Strands 1.psd
    Stucco 2.psd
    Stucco Color.jpg
    v4 Old Paper.psd
    v4 Parchment.psd
    v4 PLASTERG.psd
    Wild Red Flowers.jpg
    Wrinkle Wood Paper.jpg
    Yellow Green Chalk.jpg
    Yellow Tan Dry Brush.jpg
    When I go to texture > texturizer and choose load, only PSD files are setup to load.  Why are some of these in jpg format and PSD?  Is there a feature that uses these jpgs, if so, where is it?  For example, what feature uses the textures Blue Pastels.jpg and Burnt Red Pastel Paper.jpg?
    Thanks, Tony

    No, filter uses the jpgs AFAIK. They are in Photoshop too. They are seamless so you could use them as is and define them as patterns; then again you can also use the PSD files to make patterns. The grass jpg is a good one to turn into a pattern.
    If you want to use them with the filters that require PSD files just save a copy of each in PSD file format. You might also think about making them black and white so you can tinker with how they will apply the texture. (White is high; black is low; 50% gray is neutral. Colors act as shades of gray so black and white might help you better predict what the result will be.)

  • Recreating texture of drawing

    Hey, I'm looking to recreate the texture of this floor plan and its surroundings. I've had a few attempts at applying the texture through 'Pattern Overlay', though i'm not sure which blend mode to use? Or altogether if there's another way to achieve the texture? The aim is for it to be very light so it doesn't detract from the main plan of the building. Any suggestions please post, will be greatly appreciated

    Hi there! Below I've provided some steps for you to try out. Note that you can easily substitute in other textures, and tweak settings accordingly
    First, go to Layer > New Fill Layer > Pattern, and click "OK" when the New Layer dialog box pops up. Creating a pattern fill layer will make it easier for you to change the texture later if you decide to use another one.
    In the Pattern Fill dialog box, go ahead and pick your texture by clicking on the texture swatch. To add new textures, click on the small settings icon in the upper right hand corner of the texture swatch gallery. In this tutorial, I'm using the Gray Granite texture in the Grayscale Paper collection that comes installed in Photoshop CS6. You can use whatever texture you'd like
    With your pattern fill layer selected, change the layer Blend Mode to Multiply. This will allow your plan drawing to show through under the texture.
    You can adjust the Opacity of the layer using the the opacity slider in the layers panel. This will make the texture lighter and more subtle.
    If you want to get that "faded" effect in your original image, you can apply a Layer Mask to the texture. This will allow you to paint away selective parts of the texture, without permanently erasing it. To do so, first click on the icon highlighted below to add a layer mask to your texture layer.
    Now, making sure you have the layer mask selected, grab the Brush Tool and select a large, soft brush. Change your brush color to Black (#000000), and start painting away any areas where you don't want the texture. If you want to add texture back in, switch your brush color to White (#ffffff).
    The great thing about using a layer mask to hide or reveal parts of your texture is that it's non-destructive, meaning it doesn't permanantly effect your texture layer. If you ever want to bring back your full texture layer, just right click on the layer mask.
    I hope this helped, or at least gave you a few tips! Remember that the texture you use is completely up to you, and you can change the opacity of your texture layer as much as you'd like. Below is a before and after shot of my two images: on the left is my original plan, on the right is the plan with the texture overlayed.
    Please post again if you need additional help or clarification!
    Kendall

  • Why is the "Free texture" not available to Photoshop Photography Plan subscribers?

    I have subscribed to the Adobe CC Photography Plan since August 2013.  Today I received an email from Adobe with the subject line "New Benefits Added to your Creative Cloud Photography Plan."  The email linked to a web page.  On that page, I clicked the link "Enter the Magical World of Trey Ratcliff."  On that page, there was a link "Free Adobe Photoshop CC texture" (http://inspire.adobe.com/2014/11/7/free_adobe_photoshop_cc_texture.html).  I decided to try the texture - Metal Texture 08 by Niklas K. Andersen.
    Using the Creative Cloud Desktop app on Windows, I found my way to the Market.  For you information, this was my first time using the Market feature.  When I attempted to add it to "My Library," I got the message
    "Market Assets are a Premium feature only available to 'CC Complete' and 'Single App' members"
    Two questions:
    as a subscriber to the CC Photography Plan, am I not a 'Single App' member?
    If the answer to (1) is no, then why doesn't Adobe make it clear that the "Free Texture" is only for premium subscribers?

    John T Smith
    @Jeffrey Tranberry
    Thanks for you answers (and for the link).

  • How to fill a JPanel with a texture from a image.

    Hello,
    I have a xxx.jpg file. I'd like to use this image to set the background texture of a JPanel.
    Can someone give me a piece of code to do that.
    Many thanks in advance
    Gege

    Since I haven't had no response, I have investigated more and finally solved my problem. Maybe it may help other people to have the answer.
    Here is the piece of code which works fine.
    import java.awt.*;
    import javax.swing.*;
    import java.awt.image.*;
    import javax.imageio.*; 
    public class TestTexture extends JPanel
        java.io.File filetexture    = new  java.io.File("mytexture.jpg");          
    public void paintComponent(Graphics g)
         super.paintComponent(g);
            Graphics2D g2 = (Graphics2D) g;
            if (g2==null)
                System.out.println("error");
                return;
            try
                 BufferedImage  mImage = ImageIO.read(filetexture);
                java.awt.geom.Rectangle2D tr = new   java.awt.geom.Rectangle2D.Double(0, 0, mImage.getWidth(), mImage.getHeight());
                TexturePaint tp = new TexturePaint(mImage, tr);
                     g2.setPaint(tp);
                    java.awt.geom.Rectangle2D  r =  (java.awt.geom.Rectangle2D)this.getBounds(); 
                     g2.fill(r);
       catch (java.io.IOException ex) {}
    }

  • Open gl texture error

    hi can any one help. I recently upgraded to cs4 still running my old nvidia gt8600. the open gl was working perfect for awhile, only probl. was my boris opengl plugins worn't supported. i did researched and found it was my nvidia driver so I updated it an cool all was working great. after about a week ae started crashing telling me that a texturewas to small to render, I have gone through every forum and cant fix this problem. Yes i need to get a decent video card but money is tight and this 1 was working.
    any suggestions please!!!!!!!!!!!!!!!!!!!!!!!!!! I need to finish a project
    thanks in advance

    What operating system are you on and what is it you are trying to do? "Texture too small" is more or less a transparency blending problem (see http://aeerrors.myleniumstuff.de/?p=750) or texture cropping problem, so it matters, what you are doing. comp preview res and size e.g. on text layers could be influential. The 8600 series should be just fine. While not exactly a precise comparison, the mobile version works just fien in my Macbook both under OSX and Vista, so something else must be the problem.
    Mylenium

  • How can I have users change textures in acrobat 3d and Reader question tia sal2

    I'm trying to have users in Acrobat reader change textures of a box which I made in acrobat 3d
    how can I do this?
    Example
    I made three textures for a box and I would like the user to have the ability to change the textures if they choose. How can I do this? Any examples?
    Can I have a user select the textures or the layers from a photoshop file in Acrobat 3d?
    Tia sal2

    Yo ratboy,
    You can do this. In order to map the images, they must be attached as a 3D resource. (There is a free plugin for this; search the forum for "Attach3DResource.api"). Once the images are attached, you can use the 3D Javascript API to map them to the meshes you desire.
    For one doc, I attached 25 images in this manner. I then used the script below to create a bunch of empty meshes, and then apply the images to said meshes.
    Hope this helps!
    //3D javascript ========================================
    //create 25 procedural meshes ======
    var leftEdge = -180;
    var horizontalOffset = leftEdge;
    var verticalOffset = 0;
    var myMesh = new Array();
    var myVector = new Array();
    for ( i=0; i<25; i++ ) { myMesh[i] = scene.createSquareMesh(64, 48, "myMesh" + i); myVector[i] = new Vector3( horizontalOffset, verticalOffset, 0 ); myMesh[i].transform.translateInPlace(myVector[i]); horizontalOffset += 74; if ( horizontalOffset > 180 )
    horizontalOffset = leftEdge;
    verticalOffset += 58;
    //create image array and resource objs ============
    var myImageResources = new Array();
    var myImageFiles = new Array("8d91.jpg",
    "ad2e.jpg",
    "barnpond.jpg",
    "Beach01.jpg",
    "Beach04.jpg",
    "Beach05.jpg",
    "Beach06.jpg",
    "Beach13.jpg",
    "bike trailer.jpg",
    "cobra.jpg",
    "cr80xr200.jpg",
    "craigs_place.jpg",
    "Dandrea.jpg",
    "dirtbike.jpg",
    "e027.jpg",
    "f5b5.jpg",
    "f613.jpg",
    "halfdome.jpg",
    "Iceberg.jpg",
    "island.jpg",
    "kx100_gb.jpg",
    "maui_horanhero.jpg",
    "norcal_ocean.jpg",
    "sierraLake.jpg",
    "Smokey Light.jpg",
    "test.txt");
    //create resource objs
    for ( i=0; i<25; i++ ) { myImageResources[i] = new Resource("pdf://" + myImageFiles[i]); }
    //load images on meshes with handler ============
    var myImageObjs = new Array();
    var myImageMats = new Array();
    myRenderer = new RenderEventHandler();
    myRenderer.onEvent = function(renderEvent)
    for ( i=0; i<25; i++ ) { //create image from resource myImageObjs[i] = new Image(myImageResources[i]); console.println("Image = " + i);
    //add image to model
    myImageMats[i] = myMesh[i].material;
    myImageMats[i].diffuseTexture.setImage(myImageObjs[i]);
    //remove handler
    runtime.removeEventHandler(myRenderer);
    runtime.addEventHandler(myRenderer);
    //cause a recalculation of the scenegraph.
    scene.update();
    console.println("Call scene.update()");
    console.println("Created 25 Square meshes: (64, 48, 'myMeshN')");

  • Does anyone know what is the proper way to render a rectangle transparent texture over the screen in OpenGL ES 2.0?

    Hello I'd like to convert my directx program to ios and I'm stuck right now on rendering textures.
    I messed around and enabled otho camera in open gl ES 2.0 and textures render but I can't get alpha to work.
    I used glDrawArrays specifying the colour as my colour with the alpha yet it seems to completely ignore the alpha.
    Do I need to enable states as with directx?
    I'm very new to OpenGL. (if there's any directx to OpenGL tutorials about they might be nice I did buy an OpenGL book but it's all wrong since it uses glVertex3f etc which isn't VBO obviously that won't work for app store apps)

    Thank you both guys.
    As John said, I believe I'm looking for a gap-free sequence per master record.
    The line number of the OrderItems table is the second half of the primary key. The first half of the primary key (DocumentNumber) is the foreign key to the Orders table.
    Think of it like line items on an order or invoice. For example, if you were talking to someone on the phone concerning an invoice, you might say, "The pricing for line item #3 is incorrect." In this case, it's good to have a common reference. Or imagine a Microsoft Excel spreadsheet with no row numbers displayed! You'd never get anywhere if you had to explain something over the phone.
    If this is tricky to perform, I take it using a sequence and trigger such as the Fusion Order Demo is the best way to approach the challenge for simplicity's sake?
    Will

  • What's the best way to create a "texture-snapshot" of a 3D plane?

    Hello, my intention is to use a top view, set in parallel projection, with axis x=0,y=100,z=0 for picking up a snapshot of a 3D plane positioned at origin, obviously "y" depends by dimensions of the plane (I have also problems to understand why I must use View.setScreenScale to obtain a depth effect).
    The problem comes when I want to grab an hi-res screenshot image, because the texture size is always limited by the monitor size.
    I tried using some offscreen buffer, but it seems that it must be of the same size of the source onscreen canvas... so in brief how can I create a topographic texture?

    This is PhotoMerge result
    This is WLPG
    This is a manual merge
    Before anyone comments on the poor image quality, I know. Its not my photography.
    The beach huts were in an arc which doesn't help.
    You can see that the photomerged image has not 'understood' the image and has bad destortion on the doors of some huts. The blend lines are also visible

  • How can i texture just 1 face of a cube?

    Im wondering how i could just set a texture to the TOP face of a cube
    Edited by: newber on Jul 10, 2008 4:38 PM

    Hi
    How did you define your cube? did you use the primitive or did you use 6 quad arrays to define a cube. If you have used 6 quad arrays then the answer is simple assign texture attributes to the quad array that represents the top face.
    If you have used the com.sun.j3d.utils.geometry.Box primitive
    I haven't tested this code so there could be some errors
    box.getShape(Box.TOP).setAppearance(yourAppearance);this should do the job.

  • FEATURE REQUEST: Enhanced Texture Options in FW

    Recently, a forum user was asking how to change the color of a texture in Fireworks to red or blue. In particular, he/she was struggling with attempting to apply a texture to a white object, and it wasn't showing up.
    http://forums.adobe.com/thread/1006694?tstart=0
    The question got me thinking about textures, how they're created and how they're applied. Textures are a unique and distinctive feature of Fireworks. On the one hand, the interface for textures is very simple to use and almost magical; on the other hand, it's surprisingly limited. The concept is great, but the implementation seems only half-baked.
    With this in mind, I'd like to suggest a few simple ways that textures could be made more fluid and versatile in Fireworks.
    First, a little background...
    WHAT IS A TEXTURE?
    In the world of Fireworks, a texture is basically a type of pattern that's applied to an object. However, unlike a pattern fill, textures include transparency and integrate with the existing fill content (color, gradient or pattern). They're suggestive of textures in the real world, which are often tactile and defined visually by light and shadow.
    Texture graphics are most commonly grayscale ("black and white") in GIF or PNG format. Applied within the application, the graphics are converted "on the fly" to white-on-transparency. If the Transparent option is checked, the graphic is converted into a sort of mask, making the "textured" areas invisible instead of white.
    And that's about it.
    So what if you'd like to apply a dark texture to a white object? Sorry, it can't be done. What if you'd like to apply a texture in color? It can't be done. What if you'd like to reverse or invert the pattern of the texture? Can't be done.
    Well, in fact, these things can be done, but not directly. They require workarounds such as cloning the object and placing the clone above or beneath the original, applying textures as pattern fills (instead of as textures) and adding effects like Color Fill, Invert, and Convert to Alpha, or editing the texture file directly, saving out a new copy, etc. In short, there are unintuitive ways to accomplish these goals that lead to bloated effects lists and layers or that require extra time and care.
    HOW CAN TEXTURES BE IMPROVED?
    First of all, does it make any sense that textures are applied exclusively in white? Not really. In the real world, a texture can be defined not just by light but by shadow. And even shadows can have color. This means that, at minimum, it would make sense to allow for the application of a texture in black, and, at maximum, in any chosen color.
    Secondly, textures are relative. They represent change to an existing surface. Sometimes, it might make sense to highlight the texture itself; other times, the surface around the texture. This means that being able to quickly reverse the figure-ground relationship of a texture would be a very handy feature.
    With the above concerns in mind, I've devised three 'user interface' scenarios, presented here in order of most conservative to most extreme. The first scenario is the least powerful but still doubles the number of possible outcomes (compared to the existing interface). The second scenario may be the most logical of the bunch and represents a modest evolution of the existing interface, while increasing the number of potential outcomes even further. The third scenario allows for the application of any color to a texture but also represents the biggest change to the existing interface; that said, it's also quite compact.
    Scenario 1: Invert option
    The idea here is simply to add an Invert checkbox to the existing options. Checking this option would convert white to black, allowing for the application of dark textures to white or light-colored objects. In "Transparent" mode, this option would invert or reverse the figure-ground relationship of the existing texture.
    Scenario 2: Dropdown menu plus Reverse option
    Here, the Transparent checkbox is replaced by a dropdown menu that includes 3 mutually exclusive options: White, Black, or Transparent. Checking the "Reverse" option would invert the figure-ground relationship of the texture. This scenario allows for 6 possible outcomes in place of the existing 2, and is actually more logical than the first scenario, which conflates two options.
    Scenario 3: Color picker plus Reverse option
    Here, the Transparent checkbox is removed, and in its place, a color chip/palette is added to allow for the selection of any color to be applied to a texture. (Choosing Fill: None would create Transparency.) Again, a "Reverse" option would invert the figure-ground relationship of the texture. This scenario differs most from the existing interface but is quite compact and allows for the greatest number of outcomes.
    SO WHAT CAN YOU DO?
    I've submitted a feature request to Adobe's official site:
    https://www.adobe.com/cfusion/mmform/index.cfm?name=wishform
    When it comes to bugs and/or feature requests, every vote counts. If you care about this issue, I encourage you to submit your own feature request to the above URL, referencing this post if desired. Feel free to copy and paste the feature request below or write your own. (Be aware that there is a 2,000 character limit to the "issue description" of a bug report or feature request, and the following report is very close to that maximum.)
    FEATURE REQUEST
    Product name: Fireworks
    Product Version: 12.0.0.236
    Product language: English
    *******Enhancement / FMR*********
    Brief title for your desired feature: Enhanced texture controls, including the ability to apply textures in black and/or color (instead of white), and the ability to reverse or invert texture.
    How would you like the feature to work? Three possible implementations have been outlined in this forum posting:
    http://forums.adobe.com/thread/1042206?tstart=0
    The basic scenarios are as follows:
    SCENARIO 1: An additional "Invert" option. Checking this option would convert white to black, allowing for the application of dark textures to white or light-colored objects. In "Transparent" mode, this option would invert or reverse the figure-ground relationship of the existing texture. This scenario would allow for 4 options in place of the existing 2.
    SCENARIO 2: Replace Transparent checkbox with a dropdown menu (White-Black-Transparent) and a "Reverse" checkbox. The dropdown menu offers 3 mutually exclusive options, while "Reverse" inverts the figure-ground relationship of the texture in each case. This scenario would allow for 6 options in place of the existing 2.
    SCENARIO 3: Replace Transparent checkbox with a color chip/palette and a "Reverse" checkbox. The color palette would allow for the application of a texture in any color, while choosing Fill: None would create Transparency. This scenario would allow for the greatest number of options.
    Why is this feature important to you? Textures are unique to Fireworks and potentially very useful, but their implementation is incomplete. The use of 'white only' means that textures cannot be applied to a white object. Inverting a texture or applying a texture in color requires advanced workarounds and can lead to bloat. The suggested options would make the feature exponentially more powerful and intuitive.

    Thanks, Jim! It is a very blog-like post. (I still haven't gotten around to starting a blog but keep thinking I should.)
    I figured the clearer and more thought-out the presentation, the greater the likelihood it might get implemented. Also, I was originally stuck on Scenario 1 as a solution, and writing this helped me see other options.

  • I would like to change the colour of bars in a chart without losing the underlying default texture associated with my chosen theme. None of the 3D textured fills offered in "Chart Colors" match the textured fill of the theme. Any suggestions?

    I would like to change the colour of bars in a chart without losing the underlying default texture associated with my chosen theme. None of the 3D textured fills offered in "Chart Colors" match the textured fill of the theme. Any suggestions?

    Thanks Gary, but no, that does not work. First of all, I can't select each bar individually. When I click on one bar, all three bars are selected.
    When I use "inspector > graphic" I have 5 fill options: none, color, gradient, image, tinted image. The default selection for the theme I'm using is image. What I would like to use for my charts is the same image that this theme uses for table headers. It has the same texture as the chart, but a different colour. Using anything but image or tinted image removes the texture from the fill.
    I have found I can do one of two things. I can select tinted image from the fill selections in "inspector > graphic" or I can select 2D Image Fills from "inspector > chart > chart colors". The first choice does not allow me to match the table header colour because it only allows me to apply a tint to the existing colour and adjust its opacity. The existing colour has too much influence on the fill, so I can't find an RGB adjustment that will match the table header colour. The image selections from "inspector > chart > chart colors" do not quite match the colour or the texture. Again, I can try to tint the image, but I still can't get it to match and the texture is not the same anyway.
    The image I want to use obviously exists in the software as it is an attribute of the theme, but for some reason is inaccessible. The other angle I have tried is to edit the theme, but I can't figure out how to do that either.

  • How can I change a color of an image without affecting the texture, but based on a pantone pick?

    Here is an image of a paintbrush stroke that shows the texture of the paint.  I want to change the color to a specific pantone green in order to match a specific color pallet.  Rather than just using hue saturation to "guess" at the color (no pantone number), is there a way I can actually set a base color without losing the texture?

    You can only use the picker values as a guide on an image with many tones.
    I presume you are going to print as cmyk, so find the mix of the target colour and make a 'solid colour' adjustment layer and choose that mix. Then set the adj layer properties to 'hue' which should do it.
    Otherwise, add a 'hue/saturation' layer (and click on colorize in the adj layer palette) and move the slider to suit.
    If you convert to greyscale, you could colorize the pic with the spot colour too.

  • Looking for 2GB of ram to upgrade my hp pav 20-b010z all in one

    I am trying to find just 2GB of ram so I can upgrade my HP Pav 20-b010z all in one computer. My product # C1A32AV#ABA. It only came with 2 GB.
    I have DDR3-1066MHz SODIMM Memory and Windows 8 64-bit. I only have one stick in the computer. I was told that I need to use PC3-12800. I'm pretty new to all of this.
    Could someone please tell me what kind of ram I need to use that would be compatible with my computer. What brand too, please. If there is one by HP I would gladly like to use that.
    Thank you for any help you can provide
    This question was solved.
    View Solution.

    Hi:
    Please take a look at the product specs for your PC at the link below.
    http://h10025.www1.hp.com/ewfrf/wc/document?docnam​e=c03569440&tmp_task=prodinfoCategory&cc=us&dlc=en​...
    The PC3-12800 memory downclocks to 1066 MHz (PC3-8500).
    You can install up to 16 GB of memory in your PC.
    Why do things half measure?   4 GB is the minimum memory I would run a 64 bit OS on, and have it work acceptably.
    I would just buy 2 x 8 GB of PC3-12800 memory and have all the memory you'll ever need, and get it now while it is cheap.
    Here is a link to a place where you can get good PC3-12800 memory cheap. 
    I defaulted the search to PC3-12800. You can refine the search by clicking on the memory size, etc on the left side of the page.
    Read the reviews and get what makes the most sense to you.
    http://www.newegg.com/Product/ProductList.aspx?Sub​mit=ENE&N=100007609%20600000410&IsNodeId=1&name=DD​...

  • GTA 4 on windows 7 BOOT camp texture problem, macbook pro 13 january 2011 help .

    GTA 4 on windows 7 BOOT camp texture problem, macbook pro 13 january 2011 help .
    any
    my problem looks like this
    http://www.youtube.com/watch?v=PGzgS57THMo
    gta 4 steam !

    If GTA IV believes the system is under specification even though the computer is powerful enough to run the game with higher settings, the following will fix this problem.
    This will work if your problem looks like this: "resource usage 230/60" and you can't change any other setting
    Just follow the steps:
    Step 1: Create a text file named ‘commandline.txt’ (without the " ")
    Step 2: Put the following statement inside it:
    i5 users: -availablevidmem 18.0 (with the -)
    i7 users: -availablevidmem 22.0 (with the -)
    Step 3: Open the main GTAIV folder (C/ program files (86)/ rockstar games/ GTA IV) and copy the commandline.txt file into it.
    Step 4: locate the file "GTAIV.exe" (in GTA main folder)
    Right click the file and select Properties
    Under the shortcut tab, you will see an area that says Target
    Modify the Target adding the command line after the last quotation mark (just add the statement you added in commandline.txt)
    (remember, i5 users: -availablevidmem 18.0 / i7 users: -availablevidmem 22.0)
    It should look something like this:
    Make sure to add space between " and -"
    I hope This helps, although late cx

Maybe you are looking for

  • Please help-Trying to compress to Mpeg-2 for Convention, also resizing issues

    Hello, I just recently finished making an AMV in Adobe Premiere 5.5, and I am having trouble trying to figure out how to compress it into an Mpeg-2 source for a competition/convention. I also have these massive black borders on the side of my video t

  • Save each page as PDF naming mod

    I had an issue I needed help with a while back, now I need to mod the script. Here's the original post Peter Kahrel, ""Save each page as PDF" naming mod?" #1, 16 Jan 2008 8:00 am I have a 456 page document that was made from a data merge. It has a ba

  • Unable to print barcodes

    Hi Gurus, I have to print a bar code in production order ..i have arranged the data to print in bar code format . But the bar code is not visible in print preview and in print . I have assigned a char type of bar code BC_CD39 and assigned to the data

  • PS CC and LR5 supposedly are downloaded but why can't I see them in my downloads folder on my Mac?

    I cannot find PS CC and LR 5 on my computer to access them. Paid for the monthly service plan. Am I looking in the wrong place? Have they really been installed?

  • Portal Runtime exception.

    Hi Experts, while opening Competences in Portal Dev server am getting an exception which is as follows. Portal runtime error. An exception occured while processing your request.Send the exception Id to your portal administrator Exception ID: 09:03_17