Brazilian bikini site. swf loading errors!

I have images and thumbs that load for viewing in one swf file. I then have a basic index page with links that should load the desired .swf files into the swf_mc placeholder. When executed the swf loads, the animation plays but no images or thumbnails appear. I’m attempting to build a simple site for my friends bikini company. I’ve been trying to get this to work for almost two weeks. The code is listed below. Any help is extremely appreciated. If needed, I can email the swf files so that you can see exactly what’s happening. Also, there are a some real good bikini pics on the gallery swf to enjoy. :beam:

Thank You,
Rob

This is the code for the swf that contains the image gallery. This is what is called to load into the main page. It contains a short intro animation then the thumbnails load::::::::::

stop();

_root.createEmptyMovieClip(“imageFrame”,10002);

imageFrame.thumbDepth = 1000;

imageFrame.xStart = 40;
imageFrame.yStart = 40;

imageFrame.xGutter = 8;
imageFrame.yGutter = 8;

imageFrame.imageWidth = 60;
imageFrame.imageHeight = 90;

imageFrame.imageData = new LoadVars();

imageFrame.imageDisplayDepth = 55555;

imageFrame.thumbRollOver = function() { this._alpha = 99; };
imageFrame.thumbRollOut = function() { this._alpha = 60; };

imageFrame.thumbSelected = function() {
showImage(this.imagePath);
}

imageLoadBar._visible = false;

function showImage(targetImage) {
imageLoadBar._visible = true;
imageLoadBar._yscale = 1;
imageFrame.imageDisplay._alpha = 0;

createEmptyMovieClip("looper",Depth++);
looper.onEnterFrame = function() {
	if ( imageFrame.imageDisplay.getBytesLoaded() > 0 ) {
		var percentLoaded = imageFrame.imageDisplay.getBytesLoaded()/imageFrame.imageDisplay.getBytesTotal();
		imageLoadBar._yscale = 100*percentLoaded;
		if ( imageFrame.imageDisplay.getBytesLoaded() == imageFrame.imageDisplay.getBytesTotal() ) {
			imageLoadBar._yscale = 100;
			imageFrame.onEnterFrame = function() {
				this.imageDisplay._alpha += 6;
				if ( this.imageDisplay._alpha >= 99) {
					imageFrame.onEnterFrame = null;
				}
			};
			this.removeMovieClip();
		}
	}
};
imageFrame.imageDisplay.loadMovie(targetImage);

}

imageFrame.createEmptyMovieClip(“imageDisplay”,imageFrame.imageDisplayDepth);
imageFrame.imageDisplay._x = imageLoadBar._x = 400;
imageFrame.imageDisplay._y = imageLoadBar._y = 21;

imageFrame.imageData.onLoad = function() {
for ( var x = 1; x <= this[“totalimages”];x++) {
var tempPath = String(this[“image” + x]);
var thumbPath = “images/” + tempPath + “s.jpg”;
var imagePath = “images/” + tempPath + “l.jpg”;
var thumbFrame = imageFrame.createEmptyMovieClip(“thumb” + x,imageFrame.thumbDepth++);
var thumbHolder = thumbFrame.createEmptyMovieClip(“holder”,imageFrame.thumbDepth++);

	thumbFrame.holder.loadMovie(thumbPath);
	thumbFrame._x = imageFrame.xStart + ((imageFrame.imageWidth + imageFrame.xGutter)*((x-1) % 2) );
	thumbFrame._y = imageFrame.yStart + (Math.floor((x-1)/2)  * (imageFrame.imageHeight + imageFrame.yGutter) );		
	thumbFrame.imagePath = imagePath;
	thumbFrame.onRollOver = imageFrame.thumbRollOver;
	thumbFrame.onRollOut = imageFrame.thumbRollOut;
	thumbFrame.onRelease = imageFrame.thumbSelected;
	thumbFrame._alpha = 80;
}		

};

imageFrame.imageData.load(“images/images.txt”);

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This is the “Gallery” button code that’s on the main page. When it’s released, the above page should load into the “swf_mc” located on the main page:::::::::::::::::::::::::::::::::

on (release) {
swf_mc.loadMovie(“gallery_swf.swf”);
}

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