exporter / flash /
@Mark Mark authored on 25 Sep 2019
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blooddy_crypto Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
com/adobe/ images Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
frame Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
generator Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
job Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
skeletal Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
util Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
DebugExporter-app.xml Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
DebugExporter.fla Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
DebugExporter.swf Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
Exporter-app.xml Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
Exporter.as Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
Exporter.exe Pass in base_dir and out_dir on a per-command basis for stdin processing 5 years ago
Exporter.fla Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago
Exporter.swf Removed all old .as files from the original GraphicExport project, and move everything into a flash/ folder, and then into proper folders inside of that. Also fixed the ./exporter.py script to find the Exporter.exe no matter which folder it's run from, and make sure we include the resource names in both .graphic and .asset styles (and if there's only 1 resource file for an asset, don't append _0000 digits) 5 years ago