Alpha transparency for a SWFobject

Hi everybody.
I'm doing a image gallery based on a template called 'SimpleViewer' and I embeded on my html file, but it seems that alpha code doesn't work.
Here I put the link and code for the web page: http://www.condadoplazahotel.com.mx/flashSite/habitaciones/galeria.html
Please HELP ME!!! T_T
CODE:
<body>
<div align="center"><table width="800" border="0" cellspacing="0" cellpadding="5">
  <tr>
    <td width="32%" height="77" bgcolor="#75aeb3"><img src="../imagenes/logo.png" width="141" height="70"></td>
    <td width="68%" bgcolor="#75aeb3"><h3 align="left" class="Estilo1">Galer&iacute;a de Habitaciones </h3></td>
  </tr>
    <tr>
    <td height="10" bgcolor="#CCCCCC" colspan="2" align="center"> </td>
  </tr>
  <tr valign="middle" background="../imagenes/fondo.png">
    <td height="720" colspan="2" align="center"><div id="flashcontent">
  <p>AutoViewer requires JavaScript and the Flash Player. <a href="http://www.macromedia.com/go/getflashplayer/">Get Flash here.</a></div>   
      <script type="text/javascript">
        var fo = new SWFObject("viewer.swf", "simpleviewer", "480", "680", "8", "#4f8b91"); <== THIS IS WHERE I DON'T GET IT RIGHT!!                    
        //Optional Configuration
        fo.addVariable("langOpenImage", "Open Image in New Window");
        fo.addVariable("langAbout", "About");   
        fo.addVariable("preloaderColor", "0x999999");       
        fo.write("flashcontent");           
          </script></td>
  </tr>
</body>

What do you mean by alpha code?
Also if you are trying to have a transparent background in you swf file, this will not work (at this time), as the player itself has a 'stage' color set.
There is also a problem with how you are inserting your <object> code for flash.
(refer to - Help - index page has disappeared after removing code that was recommended regarding Flash
in this forum for an example of how to (about 60% of the way down)).
PZ

Similar Messages

  • Exporting Alpha Transparency for a PC from motion5...?

    I am trying to export alpha transparency for a lower third I've done in Motion5.
    I know that proress422(proxy) can be used , but this does not import well into my PC (premiere pro).
    Is there anyway of creating alpha transparency from m5 so that my PC will happily recognise it ?
    thanks,

    If you're using Alpha for *anything* -- you must use ProRes 4444 (if Premiere will accept it.) It is the only ProRes that supports transparency and the only export option in Motion 5 that supports transparency. (Older versions of Motion could export with the "Animation" codec which also supported transparency.)
    If Premiere (on the PC) doesn't handle ProRes 4444, then
    You can export just the alpha channel from Motion and use a "Track Matte Key" in Premiere (as I *understand* it -- I've never used premiere.)
    On export, go under the Render options panel and set Color: to Alpha (default is Color + Alpha).
    It's basically a B&W movie of the alpha data -- the "layer" is used as a luminance map in the travel matte key. I actually don't think it matters what codec you use for export -- it's not really transparency -- black is transparent and white is opaque.
    HTH

  • "Preserve alpha transparency" with flattening for PDF

    For what reason, in Illustrator CS3, is the option for preserving alpha transparency not available in the PDF flattener, but only under the object menu by choosing Flatten Transparency...
    The reason i'm asking, is because when using some effects and spot colors, the background of the flattened object becomes a white bounding rectangle that overlaps other objects. I can workaround this by saving a copy, flatten all objects and then save a PDF. But isn't it possible to directly save a correctly flattened PDF from the original unflattened file with spot colors, without having to flatten the objects manually?

    here is an example, when I upload this image to the printers I loose the white background and eveything on the bottom of the card is pushed up. The same thing happens with the brochure I have. I can't upload that because this site will not allow it.

  • Alpha transparency borders on dynamically loaded images for use with textures

    Hi there folks. Well, I have been beating my head over this
    and am hoping one of you can help me out.
    Essentially I have 16bit images that are loaded into my
    shockwave application at run-time. These images are user defined
    which means that I will not know their size ahead of time. Once the
    images are loaded I then create textures and apply them to various
    shaders. Ok, all of this works just fine. What I need to do though
    is create an alpha transparent border around the images, so when I
    apply them to their surfaces I only see the image and nothing
    around it. I am doing this because these images will only appear at
    specific parts on a surface, textureRepeat will be false, and many
    models will be stacked in the same exact location using the same
    model resource. I have everything working, but I cannot figure out
    the alpha part for the life of me. Also, when I test the alpha
    based image by itself it works just fine. It is not until I try and
    combine the 16bit (converted to 32bit at run-time) image that I run
    into problems.
    I have tried:
    - Creating a 32bit alpha image in Fireworks with a
    transparent border and a black rect for the inside. I then copy the
    dynamic image over the alpha image (only after going from 16bit to
    32bit in imaging Lingo) and leave a little room at the edges for
    the transparency. Well, I get a crazy amount of streaks here even
    when I try to up the trans border by around 24 pixels on each side.
    - Using another similiar alpha based image as a mask with
    copyPixels and extractAlpha/setAlpha like this... (code is a little
    rough here)
    newImage = new(#bitmap)
    newImage.name = "place_Test"
    newImage.image = member("place").image
    newAlpha = new(#bitmap)
    newAlpha.name = "AHH"
    newAlpha.image = image(newImage.image.width + 24,
    newImage.image.height + 24, 32)
    newAlpha.image.useAlpha = true
    newAlpha.image.copyPixels(member("vase").image,
    newAlpha.image.rect, member("vase").image.rect)
    newAlphaInfo = newAlpha.image.extractAlpha()
    newAlpha.image.useAlpha = false
    --reverse dark to light
    iAlphaReverse = image(newAlpha.image.width,
    newAlpha.image.height, 8, #grayscale)
    iAlphaReverse.fill(iAlphaReverse.rect, rgb(0,0,0))
    iAlphaReverse.copyPixels(newAlphaInfo, iAlphaReverse.rect,
    newAlphaInfo.rect, [#ink : #reverse])
    --newAlphaInfo.copyPixels(iAlphaReverse, newAlphaInfo.rect,
    iAlphaReverse.rect, [#ink:#subtractpin])
    newAlphaMask = iAlphaReverse.createMask()
    rescaleAbs(newImage, newImage.image.width,
    newImage.image.height, "place_Test", 32)
    destImage = member("place_Test").image.duplicate()
    destImage.fill(destImage.rect, rgb(0,0,0))
    newAlpha.image.useAlpha = false
    destImage.copyPixels(newImage.image, newImage.image.rect,
    newImage.image.rect, [#maskImage:newAlphaMask, #ink:#add])
    destImage.setAlpha(iAlphaReverse)
    destImage.useAlpha = true
    member("place_Test").image = destImage
    I apologize for the messy code. I have cut and pasted from
    all over the place and am getting confused. In any case, I think I
    am making this harder then it needs to be and hope someone can
    help.
    Thank you in advance,
    Dave

    Hi, you can try using other texture layer as mask on the same
    shader. As usually you create the texture from a dynamic loaded
    image, then apply this texture to the shader on the texture list
    index 1 (textureList[1]). Next part does the job, create other
    texture from a 32 bits image with the alpha information and fill
    all pixels with white color, this is very important because the
    second texture layer will be multiply with the first texture layer.
    This texture set its render format to rgba8888. Apply the mask
    texture to the same shader at texture list index 2, verify that the
    blendFunctionList index 2 is #multiply.
    I include the code of a project that use this masking
    approach:
    property pMember
    property pEarthSphere
    property pNightSphere
    property pLastTransform
    on beginSprite me
    pMember = sprite(me.spriteNum).member
    me.setupWorld()
    end
    on setupWorld(me)
    pMember.resetWorld()
    repeat with i = pMember.light.count down to 1
    pMember.deletelight(i)
    end repeat
    vEarthModelResource = pMember.newModelResource("EARTH MODEL
    RESOURCE", #sphere)
    vEarthModelResource.radius = 50.000
    vEarthModelResource.resolution = 20
    vEarthTexture = pMember.newTexture("EARTH TEXTURE",
    #fromCastMember, member(3,1))
    vEarthShader = pMember.newShader("EARTH SHADER", #standard)
    vEarthShader.emissive = color(255,255,255)
    vEarthShader.flat = TRUE
    vEarthShader.transparent = FALSE
    vEarthShader.textureList[1] = vEarthTexture
    pEarthSphere = pMember.newModel("EARTH MODEL",
    vEarthModelResource)
    pEarthSphere.shaderList = vEarthShader
    vNightModelResource = pMember.newModelResource("NIGHT MODEL
    RESOURCE", #sphere)
    vNightModelResource.radius = 50.2000
    vNightModelResource.resolution = 20
    vNightTexture = pMember.newTexture("NIGHT TEXTURE",
    #fromCastMember, member(4,1))
    vNightTexture.quality = #lowFiltered
    vNightTexture.nearFiltering = FALSE
    vNightTexture.renderFormat = #rgba8880
    vNightShader = pMember.newShader("NIGHT SHADER", #standard)
    vNightShader.emissive = color(255,255,255)
    vNightShader.flat = TRUE
    vNightShader.transparent = TRUE
    vNightShader.textureList[1] = vNightTexture
    vMaskNightTexture = pMember.newTexture("MASK NIGHT TEXTURE",
    #fromCastMember, member(6,1))
    vMaskNightTexture.renderFormat = #rgba8888
    vNightShader.textureList[2] = vMaskNightTexture
    vNightShader.textureModeList[2] = #wrapPlanar
    pNightSphere = pMember.newModel("NIGHT MODEL",
    vNightModelResource)
    pNightSphere.shaderList[1] = vNightShader
    pNightSphere.parent = pEarthSphere
    end
    on exitFrame(me)
    pEarthSphere.rotate(0.0,0.1,0.0)
    me.moveMaskNightTexture()
    end
    on moveMaskNightTexture(me)
    vRotationVector = - pEarthSphere.transform.rotation
    pNightSphere.shaderList[1].wrapTransformList[2].rotation =
    vRotationVector
    end

  • Creating a alpha transparent video

    Hi,
    I am tasked to create a video that has a transparent background.
    Something like this - http://updates.html5rocks.com/2013/07/Alpha-transparency-in-Chrome-video
    I came across a solution called JQuery See Thru - https://github.com/m90/jquery-seeThru
    But before the plugin can work, I will need to append the alpha channel below the actual video. I have tried using track matte in AE but it doesn't work.
    Any advice or any other solution to create alpha transparent video for html5?
    Thank you very much.

    To build on what Mylenium said, you need to render your video out of After Effects with an alpha channel. If you're looking to deliver a video for the web, it'd be best to render a lossless file out of AE (with Alpha) and use the Adobe Media Encoder to make the FLV with alpha.

  • Appending alpha transparency swatches to a CLUT

    I have a 160 swatch color table I generated in PS and I'd
    like to append some alpha transparency values to it for PNG8
    processing.
    In Fireworks CS4 I've loaded up a test image, successfully
    loaded in the .act file I exported from PS and then selected 'Alpha
    Transparency' from the trns pulldown menu. Briefly some new
    swatches show up in the swatch palette, but then they disappear.
    I've tried everything I can think of. If there was a way to
    manually add and edit the transparency swatches to the act that
    would be ideal, but when I try to add swatches to the table I don't
    see any way to edit the transparency value, only RGB/HEX etc.. I'm
    somewhat stuck at the moment.
    Is there a way to do this? Maybe even some sort of
    independent color table editor?
    It's important that I have exact control over the CLUT file
    used as the device that the images will be running on can only have
    one CLUT active at any time, and all of the images in the UI need
    to be built to reference this single table.
    Another tangental issue I've encountered is that the PNG8
    alpha transparency in FW seems to be restricting itself for some
    reason. For example, I've created a 256 pixel wide image in PS with
    a black ramp that goes from 100% opaque to 100% transparent across
    x-axis. I open this in FW, select PNG8, adaptive, 256 colors, alpha
    transparency and I only get 16 swatches (4bit?), completely
    faceting my ramp - however I've seen others online getting 8bit
    values of transparency using this same method...
    For example
    Here
    and
    Here
    Any and all feedback much appreciated.
    Nate

    natronix wrote:
    > Jim,
    > That one only contains 16 transparent values, if the
    optimize palette
    > functioned correctly it would be 255.. the source image
    I started with
    > contained a 256 pixel wide block, blending from opaque
    black to completely
    > transparent (therefor 1 opaque color and 255 values of
    transparency).
    >
    > However when I select PN8, adaptive sampling, 256 colors
    and alpha
    > transparency, that file is what Fireworks creates.
    >
    > I'd described this previously- the posting of this file
    was per Linda's
    > request to see a PNG8 with non-index transparency, which
    it has, albeit not a
    > full 8bits.
    >
    > On another note, I've opened up the .act files in a hex
    editor and can see
    > that it does not contain an alpha attribute. So my
    initial concept of appending
    > these new transparent values from Fireworks to the .act
    are moot. I've
    > discovered the .pal color table format, which is almost
    identical to .act
    > except it contains an extra hex pair for an alpha value.
    >
    > Apparently Photoshop use to support importing and
    exporting of .pal color
    > table files. I don't know what version support stopped
    at. I've tested CS3 & 4
    > and they aren't playing nice.
    >
    > It appears as though I'll need to manually concatenate
    the .pal file starting
    > with the existing .act table that I have, porting the
    hex values over, and then
    > manually building out the transparent values I want. The
    next and final step
    > will be to identify a version of Fireworks, or some
    other host, that can
    > utilize .pal and run optimizations on the files I have.
    That or I get a patch
    > to Fireworks that fixes the optimize panel, better yet a
    patch to Photoshop
    > that enables alpha transparency in PNG8.. I'm not
    holding my breath.
    >
    >
    Nate can you share the original 256 value set, even if it is
    in PSD form?
    Jim Babbage - .:Community MX:. & .:Adobe Community
    Expert:.
    http://www.communityMX.com/
    .:Adobe Community Expert for Fireworks:.
    http://www.adobe.com/communities/experts/members/206.html

  • Alpha transparency workaround

    Since people still insist on using IE 6 and I can't figure out how to use my logo with alpha transparency (despite copying the code exactly), can anyone tell me the code I would use to display my logo in png form for IE 7 and above and my logo in jpg form for IE 6 and lower? Thanks.

    Hi instead of using an IE conditional statement why don't you try using the iepngfix.htc file which enables IE6 to display png alpha transparency files correctly.
    Instructions on how to use it (and download link) is available here:
    http://www.dlnqnt.co.uk/index.php/tag/iepngfixhtc/

  • Culled 3D object not transparent for all views/translations

    This code displays a tube that is stored in a VRML file.  I modified the 'open WRL file' to import the object as a single color (green) with a alpha (transparency) value of 0.5.  The vi also draws an opaque sphere.  The sphere can be seen through the tube, but for only certain locations/viewpoints.
    This discussion (http://forums.ni.com/ni/board/message?board.id=170&thread.id=280607&view=by_date_ascending&page=2) suggests duplicating the object and culling the front/back faces, which I've also done.
    Please look at the code.  '3D Control Main' is the main vi.  You should notice as the sphere moves through the tube that transparency dissapears.  All I need is for the transparency to remain constant.  Any suggestions are welcome.
    -Joe
    Attachments:
    3D tube.zip ‏375 KB

    Hi peabody,
    I've tried running your code, but I'm missing C:\Documents and Settings\Smile\My Documents\My Pictures\crosshatch.jpg file. Also, is it possible for you to simpify your code to illustrate the issue better?
    Regards,
    Stanley Hu
    National Instruments
    Applications Engineering
    http://www.ni.com/support

  • Alpha levels for swing components

    Hello All,
    I am trying to control the alpha levels for a JLabel which is essentially just a rectangle. I have seen examples of how to use the AlphaComposite class and apply alpha levels to graphics, but my goal is generate dynamically sized rectangles and then control their alpha levels.
    Here is the rectangle I am currently generating, with no transparency.
        protected JLabel createColoredRectangle(Color color, Point origin, int w, int h) {
             JLabel label = new JLabel();
             label.setBorder(BorderFactory.createLineBorder(color, 1));
             label.setBounds(origin.x, origin.y, w, h);
             label.setForeground(color);
            label.setHorizontalAlignment(JLabel.CENTER);
            label.setOpaque(false);
            label.setVerticalAlignment(JLabel.TOP);
            return label;
        }Any suggestions would be greatly appreciated.
    Cheers,
    Cypher

    in any case, setting the foreground isn't going to do anything for your boxes, what you need to do is set the background. Here is my test case to get you started:
    public class Test {
        public static void main(String[] args) {
            JFrame frame = new JFrame();
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            frame.getContentPane().setLayout(new GridLayout(3,3));
            for (int i=0;i<9;i++) {
                //create an alpha-green for each box
                frame.getContentPane().add(createColoredRectangle(new Color(100,255,100,255/9*i)));
            frame.setSize(300,300);
            frame.setVisible(true);
        static protected JLabel createColoredRectangle(Color color) {
            JLabel label = new JLabel();
            label.setBorder(BorderFactory.createLineBorder(color, 1));
            label.setBackground(color);
            label.setHorizontalAlignment(JLabel.CENTER);
            label.setOpaque(true);
            label.setVerticalAlignment(JLabel.TOP);
            return label;
    }

  • Why can't I export a 24 bit PNG with alpha transparency?

    I have just upgraded my Macromedia Studio 8 to Adobe CS3, and
    it seems that I still can't export a 24 bit png with transparency
    from Fireworks (Photoshop can do it, but it's just not suited for
    volume graphic production). Anyone know something I don't, or can
    someone at least explain why I can have alpha transparency on 8 bit
    and 32 bit, but not 24 bit pngs? Currently, I'm planning to export
    everything from Fireworks, then batch-process through Photoshop to
    reduce from 32 bit to 24 bit, which is just... gah! Words fail
    me.

    Kathleen13 wrote:
    > I have just upgraded my Macromedia Studio 8 to Adobe
    CS3, and it seems that I
    > still can't export a 24 bit png with transparency from
    Fireworks (Photoshop can
    > do it, but it's just not suited for volume graphic
    production). Anyone know
    > something I don't, or can someone at least explain why I
    can have alpha
    > transparency on 8 bit and 32 bit, but not 24 bit pngs?
    Currently, I'm planning
    > to export everything from Fireworks, then batch-process
    through Photoshop to
    > reduce from 32 bit to 24 bit, which is just... gah!
    Words fail me.
    >
    If I'm correct, 8-bit png supports index transparency just
    like GIF's
    do. 32-bit png's support alpha channel transparency, so you
    can get
    variable or partial transparency in a full color image(8 bits
    for each
    color and 8 bits for an alpha channel) and 24-bit png's are
    similar
    jpegs, only you get lossless compression and no user-defined
    settings.
    So essentially, when you export a 32-bit png file you are
    exporting a 24
    bit color image with an 8-bit alpha channel.
    Jim Babbage - .:Community MX:. & .:Adobe Community
    Expert:.
    Extending Knowledge, Daily
    http://www.communityMX.com/
    CommunityMX - Free Resources:
    http://www.communitymx.com/free.cfm
    .:Adobe Community Expert for Fireworks:.
    news://forums.macromedia.com/macromedia.fireworks
    news://forums.macromedia.com/macromedia.dreamweaver

  • Why won't PNG8 image use Alpha Transparency?

    In CS5, I'm trying to create a PNG8 image with Alph Transparency.  Every time I select  a color on the image, it changes from Alpha to Index tranparency.  Do I have to set a specific Palette, Dither, or Maximum number of colors?

    Yes set your canvas to transparent for sure - same as you would for PNG 32. Matte color should not have an impact.
    Jim Babbage

  • PNG 8 Alpha Transparency Palette Errors

    I am attempting to export a PNG 8 image with alpha transparency using Fireworks 11.1.0.205 on Windows 7 64-bit. When I attempt to optimize the image to PNG 8, Adaptive with Alpha Transparency and rebuild the palette it crushed the palette down. The image is a grayscale image and the bug appears similiar to the one reported here http://blogs.adobe.com/sarthak/2010/09/png-8-export-color-palette-issues.html.
    Here is a screen cast of someone doing what I want to do, http://brenelz.com/blog/png-8-alpha-transparency-screencast/ (fast forward through the parts of him editing HTML).
    This is an example of what I am trying to do, an PNG 8 with alpha transparency (view full image);
    This is what I get when I open and then export the sample image out of Fireworks;
    It crushes the palette.
    This is the optimize panel when the original file is first opened:
    This is what happens when the palette is rebuilt, which matched the exported palette;

    Linda,
    I do not appreciate your condescending tone. I have attempted all of your instructions. Embedded is a window capture of my graphic on a TRANPARENT canvas with your suggested settings. Also embedded is the resulting graphic. Finally, embedded is the original graphic that demonstrates what I am attempting to achieve.
    Transparent Canvas
    Resulting image on export.
    Original image
    I'm disappointed that you cannot be bothered to attempt to recreate the problem and post evidence to back up your claims.
    I have tracked down the creator of the original image who says about using Fireworks "the quality was rarely good enough." The tool used was ImageOptim, http://imageoptim.pornel.net/.

  • Opening Fireworks PNG-8s with alpha transparancy

    Hi all,
    I have to do some work on some files I didn't create -- a couple hundred png files. They are 8-bit, indexed files, but when viewed on the web they have 256 levels of alpha transparency. When opened in Photoshop, they have only one level of alpha transparency :(
    Turns out these are in some proprietary Fireworks format ... anyone have any ideas how I can get these into Photoshop without losing my alpha channel, hopefully without having to BUY Fireworks ... oh how I miss ImageReady ;)
    Thanks in advance.

    Photoshop doesn't work with continuous transparency in indexed color mode, only one transparent value is allowed. (ImageReady wouldn't do it, either)
    You may need to use another application to convert them to a normal RGB image with transparency.

  • How do I disable transparency for the menubar and addressbar in firefox?

    How do I disable transparency for the menubar and addressbar in firefox? (This does not mean disable windows aero or transparency in windows 7. A workaround has been posted. Stop spamming threads with disable transparency and aero everytime someone asks about this.)
    It is difficult to read.
    Edit:
    Is there a setting to tone down the Aero usage of the in Firefox 5 so it looks more like Firefox 3.6. Is there a way to do this in the preferences or inside about:config?
    I know what Aero is and how to turn it off.
    The 2nd reply has images attached show why it is difficult to read. An light spot on a desktop background or an icon can make it very difficult to read. This is the #1 reason why I keep going back to 3.6.

    If you are up to tweaking some CSS code in a style see
    "Color Toolbar(s) to identify profile (DM*)" -- in http://userstyles.org/styles/9514, and you must read all of the description material understand what has to be done.
    It is a style, and playing with the code is what styles are about. You will have to copy the section of code in the description to the bottom of the style for it to be complete to remove additional Aero effects, and choose two or three colors for the toolbars.

  • How to force IE7 to accept transparency for an iframe ?

    When using Firefox, the following iframe is transparent by
    default :
    <div id="mainContent">
    <iframe src="shop/index.php" name="main" width="820"
    height="550" frameborder="0" id="if_main"></iframe>
    </div>
    However, the same iframe is displayed in white (not
    transparent) wih IE7.
    Is it a solution to force IE7 to accept transparency for the
    iframes ?
    Thank you in advance for your help.
    PS: the allowtransparency option doesn't work !

    It works. Try this:
    <iframe src="shop/index.php" name="main"
    allowtransparency="true"
    width="820" height="550"
    frameborder="0" id="if_main"></iframe>
    Nancy O.
    Alt-Web Design & Publishing
    www.alt-web.com

Maybe you are looking for